.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $7.00
winSPWW2- Save $5.00

   







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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old February 26th, 2007, 04:44 AM

Blitz Blitz is offline
Sergeant
 
Join Date: Apr 2004
Posts: 229
Thanks: 0
Thanked 1 Time in 1 Post
Blitz is on a distinguished road
Default New Mod - C\'tis - The Ermorian Inquisition

As it became apparent that the Thaumaturgs had gone too far, the last of the necromancers and their followers fled into the swamps of C'tis and into the hands of the lizards. It was there that the Inquisition caught up with them, and a great trial was held in the last year of the Pantokrator's reign. The Thaumaturgs were found guilty of unleashing a scourge on the world, and excecuted by their own Praetorian Guardsmen. The inquisitors, riding a wave of popular support with the lizard people, quickly took advantage and overthrew the lizard kings, installing their own faith. Now these powerful astral priests command the combined might of the lizards and the remenants of Ermor in a struggle against the Ashen Empire.

Features:

Lizard Infantry, no missile weapons, cavalry, or sacreds
Elite, expensive legionares (20g for a standard principe)
Converted Praetorian Guard, plate infantry with flambeau and old age

Friar
High Priest (HH)
Powerful Inqusitors (SSSHHH)
Shamen
Weakened Marshmasters (pending balancing)
6 unique national heroes (all humanoid, but reasonably powerful)

I'm determined to have this nation not feel overpowered so game balance is important. A few balance notes...

1) Sacreds are hard to balance, so I may or may not include one in the mod. The Slayers tore everything to shreds with a flambeau and W9 bless, so I scrapped that idea. This is mainly a mod for playing vs the AI, perhaps in a later scenario vs an AI ermor opponent.

2) I'm having some trouble coming up with a suitable replacement for the marshmaster. Principes and the slayer (essentially a praetorian guard wielding a flambeau) are strictly better than anything the lizards can throw out there, and the astral inquisitor is obviously far superior to the Lizard King... which leaves the problem of giving this nation suitable magical diversity in their recruitable mage. The Marshmaster had DDWNN? for 6 total paths, and I wonder how hard I have to nerf it to compensate for giving this Nation a SSSHHH recruitable. I'll probably take a point off the heat dominion, and that plus losing Miasma might make a WWNN? Marshmaster viable. Of course this gives easy access to clams... Though those certianly aren't what they were in Dom2.

3) Strong random heroes are fun, so those should be included also in balance consideration. Nothing like Ashen Empire's Wraith Lord or Jotunheim's Neifel Jarl hero, but probably 3 mage and 3 hero commanders that are thematic to the mod.

One last thing. I have no artistic skills whatsoever, so I will probably steal sprites from other factions and commanders. IMO the art team on Dom3 did a great job and I can't imagime improving on it anyway.
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:43 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.