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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old October 2nd, 2007, 01:05 AM
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Default New Crobuzon

Version 0.07

I would have made this mod LE Trade, except that Trade is already LE.

Commissar domsummon2 Auxiliary and summons Colonial Militia.
Militia Commander domsummon20 Covert Operator and summons Special Team.
Local Defense Sergeant domsummon20 Covert Operator and summons Special Team.
Mayor Rudgutter summons Parliament Guard.
Captain of the Guard summons Parliament Guard.
Attached Files
File Type: zip Crobuzon.zip (211.3 KB, 1354 views)

Last edited by Amos; August 31st, 2008 at 09:13 AM..
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  #2  
Old October 2nd, 2007, 07:47 AM
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Default Re: Test Mod: New Crobuzon

I'm not sure if your looking for feedback or not, but since you posted it up, I'll guess you are.

Looks pretty good, except for the um, Cactace warriors? the green guys, think is, you have all these troops that are expensive with res, and then you get these guys that have high hp, high str, a shield, so some protection form arrows and a one handed battle, Now! I know what I'd use out of those selections.

I'd increase their res cost to 10-16. or do something to them to make then a little less effective like make them slower or something, and the need not eat, I'd get hundreds of those guys!!
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  #3  
Old October 2nd, 2007, 11:33 AM
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Default Re: Test Mod: New Crobuzon

Nice! I'm half way through Perdido Street Station, and I've got Iron Council waiting for me.

This is based on China Mievillé's books, for those with no idea what I'm talking about.
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  #4  
Old October 2nd, 2007, 07:31 PM
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Default Re: Test Mod: New Crobuzon

I'm planing to make another Cactacae with a specialized crossbow (rivebow). They should be coldblooded and the Battleaxe was a mistake, it should have been an axe.
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Old October 3rd, 2007, 02:55 AM
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Default Re: Test Mod: New Crobuzon

Added Rivebow.
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Old October 5th, 2007, 12:43 AM

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Default Re: Test Mod: New Crobuzon

Cool idea Here's my suggestions:

Remove the trader as a scout and create a new scout unit called "Handlinger", perhaps let it change forms between human and wolf.

I feel the cactacae need some more thought, they seem a little underpowered to me. I remember in Perdido Street Station it says somewhere that cactacae are almost immune to missiles and piercing-type weapons (which is why they invented the Rivebow) but with your current implementation of 3 protection they'd get creamed up by arrow fire.

I'm not sure about giving nature to biothaumaturgs, after all new crobuzon doesnt give a crap about Nature, look at how polluted new crobuzon is, and blood magic pretty much covers all aspects of their remaking. I'd suggest giving biothaumaturgs 1 construction 1 blood, and the remakers 2 construction 1 nature. The Scar has references to thaumaturgs animating constructs in the battle against amarda, so they are definitely very strong in construction magic.
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Old October 5th, 2007, 12:53 AM

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Default Re: Test Mod: New Crobuzon

For heroes you could have:

The Weaver (can teleport anywhere, powerful in astral)
Construct Council (immobile, strong in construction, can summon mechanical men allies)
Silas Fennec (ultra stealthy, if there's a way to make a unit create unrest at a much bigger rate than normal then use it, otherwise perhaps make him a priest and special ability that removes enemy dominion really quickly).

I'm sure there's at least one from Iron Council you could use too (which I've bought but havent read yet!).
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  #8  
Old October 5th, 2007, 02:22 AM
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Default Re: Test Mod: New Crobuzon

Added descriptions.

Quote:
Remove the trader as a scout
I was using the trader/spy from "The Scar".

Quote:
feel the cactacae need some more thought, they seem a little underpowered to me. I remember in Perdido Street Station it says somewhere that cactacae are almost immune to missiles and piercing-type weapons (which is why they invented the Rivebow) but with your current implementation of 3 protection they'd get creamed up by arrow fire.
Juzza felt they are overpowered. They have shield to protect them against arrow fire. I hadnt had a chance to play a game with them yet. I'll see how they feel when I do.

Quote:
I'm not sure about giving nature to biothaumaturgs, after all new crobuzon doesnt give a crap about Nature, look at how polluted new crobuzon is, and blood magic pretty much covers all aspects of their remaking.
Cross Breeding requires nature. I see nature and blood magics as a Life magic, so if biothaumaturgs deal with morphing life they should have both.

Quote:
For heroes you could have:

The Weaver (can teleport anywhere, powerful in astral)
Construct Council (immobile, strong in construction, can summon mechanical men allies)
Silas Fennec
I agree about Weaver (plus I've already got the spider sprite so thats 70% of the work done). The rest are as anti government as they get. I was thinking of adding Isaac and Vermishank as heroes. And maybe the guy from Scar with the possibility weapon (dont remember his name at the moment). The handlingers are so few in number they might make a powerful multi-hero.

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  #9  
Old October 5th, 2007, 05:02 AM
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Default Re: Test Mod: New Crobuzon

okies, they don't seems so over powered now, I think it was having that battle axe with the shield that made them too strong.
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  #10  
Old October 5th, 2007, 10:01 AM
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Default Re: Test Mod: New Crobuzon

You could make a custom shield for the Cactacae. High Parry protects from missiles even if Prot is crap, so parry 5-7 would work well even if prot wasn't good.
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