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  #11  
Old November 26th, 2005, 06:37 PM
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Default Re: New Game: Fun Sites

Altar of Self-Sacrifice (D4)
A mortal mage can enter to sacrifice himself to the the forces of supernatural death. There is a small chance (perhaps 10%) he will survive the sacrifice, which also increases his power in death magic, and increases the death scale in the province.

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  #12  
Old November 26th, 2005, 07:10 PM

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Default Re: New Game: Fun Sites

The Forest of Twisted Limbs (b4)
Each commander in the province has a 5% chance of having transmogrify cast on him, each troop has a 5% chance of turning into a foulspawn.

A blood mage may enter to get 5 foulspawns.

The Chamber of Holiness (h4)
A priest may enter to permanently bless himself and summon an angel.
Produces w1s1n1

The Chamber of the Unholy One (unholy 4)
an unholy priest may enter to summon a fallen angel.
produces d2

The temple of the great Monsoon (water 4)
a water mage may sacrifice himself to cast tidal wave on a distant province.
produces w3, underwater only
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  #13  
Old November 26th, 2005, 08:39 PM

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Default Re: New Game: Fun Sites

The Altar of Heroes
A commander with heroic abilities can enter and is sacrificed. For each experience star that the heroic commander had, 10 blood slaves are added to your treasury.

I list 10 blood slaves here as an example. Could be more or less, depending on how powerful people think the ability is.
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  #14  
Old November 27th, 2005, 05:08 AM
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Etaoin Shrdlu Etaoin Shrdlu is offline
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Default Re: New Game: Fun Sites

This sounds like fun...
The Mine of Wonders Path/Level: E4

Normally produces 3E 20 gold 30 res.
But when a mage enters, the fun really begins, as buried magic items start "turning up." The chances of items being dug up depends on the local Magic and Luck scales, and the research-per-turn level of the mage in question (max 50% in any case). Items are skewed:
1. Toward low level items (Cons0 40%, Cons2 35%, Cons4 15%, Cons6 10%, Cons8 0% or similar)
2. Toward items the mage could have made on his own (Logic here: Mage can more easily sense the item's ... I don't have a word for the meaning I want here, "vibes" is closest but I'm not happy with it.) - (if the first roll is something this mage can't forge, roll again-- once only. On the second roll, Level 6 items are unavailable.... and if another unforge-able or nasty {see below} comes up the first roll stands.)
3. Away from cursed, horrormarking or diseasing items (If one comes up, roll again. And again, a "foul" item on the second roll confirms the first.)
3A. Away from gem-generating items.
Downsides:
If the province is attacked, the mage does not participate in the battle (presumably he didn't hear the call that the battle is happening)
Items appear on the mage unless a lab is present. If no spot is available it goes to another commander in the same province. If this isn't available, tough. (C'mon though-- find the site, mage drops a lab on there and off he goes.)
There is a small chance of the mage dying in the mine (rockfall, lost in the tunnels, whatever else). If this happens his "own" items (the ones he was carrying) will be the first ones found by the next mage to enter.
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  #15  
Old November 28th, 2005, 01:23 PM
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Default Re: New Game: Fun Sites

Here are some ideas for new magic sites for Dominions3.


HotSprings = Any commander and units under him may enter and receive +1 STR this effect works only once for those units.

Active Volcano = +2 Fire Gems per turn... 20% chance each turn any units within the province take 1-25pts of fire damage.

Arena of Gods = Any commander in the province may enter to fight a random monster... if victorious the reward will be 3 random gems. Also all other pretenders are able to watch this battle.

Temple of Ancient Air Spirits = Any commander and units under him may enter and receive temporary flying only for the next turn. very very rare mostly useful for map editors.


Altar of Fire or Poison or Cold or Shock = A commander may enter and one unit under his control is randomly sacrified. All units under the commander matching the type sacrified will receive 25% resistance for the type of Altar. Example= Altar of Fire would be 25% resistance for Fire.

Hyperbolic Time Chamber = A commander may enter which causes him and the Chamber to vanish for 3 to 7 turns. The commander returns as ethereal yet the Chamber is destroyed. +1 Astral Gem and Pretenders cannot enter.


Dimensional Vortex = Province is cursed causing independent supernatural attacks such as Horrors, Phantasmal Warriors and other supernatural beings.

Brigands Kingdom = Unrest increase by 5, 5% chance of independent brigands/thieves/rogues attack, 5% chance one random commander has an assassination attempt by an independent assassin.

Great Fault = The province is seriously unstable with frequent earthquakes and 10% of the time causing a Major Earthquake each turn... any units here during a Major Earthquake will take 1-12 damage. No structures/buildings can be built here.

Oracle of Faith = Any commander may enter and units under his command temporarily gain +3 morale for the next two turns.

ArchDemons Blood Pit = A commander may enter causing the sacrifice of 12 blood slaves in exchange the commander will receive +2 permanent hit points.
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  #16  
Old November 28th, 2005, 02:17 PM

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Default Re: New Game: Fun Sites

Quote:
NTJedi said:
Here are some ideas for new magic sites for Dominions3.

Hyperbolic Time Chamber = A commander may enter which causes him and the Chamber to vanish for 3 to 7 turns. The commander returns as ethereal yet the Chamber is destroyed. +1 Astral Gem and Pretenders cannot enter.

someone has been watching too much TV.....

well i better add my site: Corpse Mountain D4
a mage with a death level of 3 or more or a blood level of 4 or more may enter this site and sacrifice either troops or population, 1 troop has the same effect as 50 population (only population in this province counts)
Sacrifice Outcomes
50-100 population - 2 ghouls
100-300 population - 6 ghouls
300-600 population - 15 ghouls
600 - 1000 population 30 ghouls
1000+ population small eater of the dead (stronger with sacrifice amount, may only grow a little, cant lose control of it)
these are only test numbers, larger troops count as more population (25 pop per size lvl)
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  #17  
Old November 28th, 2005, 03:43 PM
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Default Re: New Game: Fun Sites

Sites that cast a spell/spells in the beginning of all battles fought in that province. They do this even before being found, but I imagine most of them would be 0-level sites and thus always known.

Oathstone of the Full Moon
Nature 0, Rare, restricted to Forests and Mountains
Affects the following scales: Turmoil +1, Growth +1
Produces 1 Nature gem
In the beginning of every battle, casts Howl once. The wolves will fight for the defender, and also for the independents.

Curse of the Thatcher
Water 0, rare, restricted to Coastal provinces
Produces no gems.
In the beginning of every battle, casts Rain.


Holy sites into which a Priest must enter.

Altar of a Dead God
Holy 2, Rare.
A priest may enter to produce the following effects:
a) The province's scales move towards Order, Growth, Production, Magic +3; Luck -3.
b) Some unrest is generated (5-15).
c) There is a small chance the the priest will desert you, starting to serve the other god instead.

d1) The dominions in the province is decreased.
d2) The scales change as if a priest twice as powerful as the one who entered the temple was preaching in that province. This "dead god's" dominion spreads around to other provinces. It can't, however, "rebel" or be called back from the grave.
d3) As d2, except that the dead god may be called back. If this happens, the province with the site is under an indpendent force lead by a monstrous (Wyrm, Manticore, Dragon) or gigantic (Titan, Asmeg) pretender with its own magic and two linked random at levels 2 and 3. Armies present would change to the other side, except for the priest who had entered the temple.

Altar of Sacred Blood
Holy 2, Common, Unique.
A Priest may enter, this results in his death. If the province is attacked the turn following the sacrifice, a battlefield-wide Banishment effect cast with the power of (sacred priest's Holy magic * 2) is cast on the beginning of the battle.

Sites with conditional effects, or effects that change/depend on seasons.

The Sleeping Giant
Water 3, Rare,
Casts Wolven Winter centered on the province every Winter month.
Produces 3 Water gems.

The Blizzard Temple
Water 4, Rare, Unique
Cold 3, Death 1
During Middle Winter (or whatever it's called in-game), a water mage may enter. The mage can choose a province which is affected by a Murdering Winter spell, both the province with The Blizzard Temple in it and the chosen province are affected by Murdering Winter.
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  #18  
Old November 28th, 2005, 05:36 PM

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Default Re: New Game: Fun Sites

Sweet sites, Endo. Lots of personality
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  #19  
Old December 3rd, 2005, 10:00 AM
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Default Re: New Game: Fun Sites

Some 'low-key' sites:

The Sword in the Stone: A sufficiently heroic unit may enter once and once only to claim a powerful magical sword. Generates an gem or two as well. If the sword is lost somehow, it will return to this site.

Vision's Path: All blinded or eyeless units are instantly healed the moment they enter the province. Magical eyes can be removed. Certain spells, like utterdark or blindness, won't work here. Sneaking in this province is a very bad idea.

The Tournament: Allows you to recruit a wide variety of archers, as well as dangerously precise ranger commanders.

Hall of Records: Allows you to view information about any pretender or hall of fame unit.

Freelancer's Guild: Cuts the cost of hiring mercenaries by 20%, and allows you to sell units for money.

Shop of Mysteries: Sells a selection of items, including some special ones only available at the shop.

Desert of Revelation: A mage entering here will lower the cost of researching enchantment and thaumaturgy by 20%. Or provide a 20% boost to research in these areas, depending on how you see it.
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  #20  
Old December 3rd, 2005, 10:51 AM
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Default Re: New Game: Fun Sites

Quote:
Sandman said:
Desert of Revelation: A mage entering here will lower the cost of researching enchantment and thaumaturgy by 20%. Or provide a 20% boost to research in these areas, depending on how you see it.
VERY different effects. First helps more if you have lots of researchers, second helps a lot if research takes lots of research point (i.e. you are researching high levels).

Maybe instead of a multiplier, mage entering the site would count as 15 research points, possibly towards certain school only... E.g. Fire 1 Acolyte entering the Desert would count as 15 research points.
Other than that, maybe the mage would counts as 10 + his own RP in research. E.g. a Sage would count for 10 + 8 RPs (Sages have 8 RP, don't they).
Or a third possibility, a mage would count as twice his RP for research. E.g. Fire 1 Acolyte (3 RP) would count for 6 RP, 8 RP Sage would count for 16.
It wouldn't be a big bonus, but it would be something. And if the researcher's RPs were multiplied, some Rainbows could be insane if they found it early...
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