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Old July 15th, 2007, 06:24 PM

sube sube is offline
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Default 11nations mod

Hi there,

i've been developing quite a lot of mods since dom3 came out (actually, i spend much much much more time modding than playing), and since it does not cost anything to make them public, here it goes! In my dom3 mods dir i have a total of 11 modded nations, but in the attached zip file you will find only 9 1/2 of them, as one is not yet playable, and one is not really much of a nation.

Every remark you'll post is very very welcome! I don't post very often on these forums, but rest assured that every suggestion you will post will be read and taken into account, and i'll try to answer you as soon as i can. To have a proper discussion, a single thread for each individual nation would have been more suited, but hey! I'm quite the lazy bastard, so here it goes, 1 thread with 11 nations, we'll see how it goes.

A few general notes: this modding thing started back in dom2, when i modded some nations from a french comic book (Black Moon Chronicles). Then i got kind of bored and gave up, only to start again with dom3. I now included some more nations from other comics and videogames as well, plus the classic dwarves and elves and stuff. When modding, i did not pay too much attention to balancing issues, as i was mostly trying to reproduce the lore from the comic books.
I'm not much of an artist, so my sprites are quite flat, and also units are mostly seen from the front, not from the side as in dom3 original graphics. I'm perfectly aware of that, and doing absolutely nothing about it.

But here's a few more details nation-by-nation:

The Empire: a large human empire, from the Black Moon chronicles comics. Reliable infantry armies, big elephant, no sacred troops. Individual mages are nothing special, but there are many different types of them, so you have direct access to all the elemental paths and capitol-only astral, plus small % of virtually every magic path. To do's: mod the emperor as a hero!

The Knights of Light: an order of monastic knights, again from the BMC comics. They are the Marignon-type of knights, more bent on killing the weak rather than defending them. Elite infantry, good cavalry and chariots, fire magic with a bit of astral. To do's: i'd like the priests to have the inquisitor skill, if it will ever become a modding command.

The Black Moon: well, quite obviously, this also comes from the BMC. An order of priests who try to conquer the world in their spare time. Human and orc armies, with a few large creatures. Strong priests, death and blood mages. Holy troops with Illithid-like paralysis (they are supposed to be psykers). To do's: 1 more hero maybe, and upgrade Lord Greldinard with the nasty mount you see in the comic book.

The Knights of Justice: more knights from the BMC books. These, however, are good and virtuous, holy paladins embodying all the ideals of knighthood. Very elite army, with lots of holy troops and abilities like recuperation and reinvigoration (which anyway does not work as a modding command, yet). However, no missile troops. Wind magic, with a bit of astral. To do's: not much, i think (apart from the usual balance issues).

Dwarves: there are dwarves in the BMC, however you don't see them that often, so i ended up inventing most of the stuff from scracth (well, relatively, i used all the classical things about dwarves you can imagine). Lots of infantry, elite but very slow, with high armour, morale and hp. Castle defence and siege bonuses. Earth magic, with a bit of fire. Prod bonus in castles. What more? These dwarves have size 2 not 1, since they may be short but they are quite heavy and large. To do: not much.

Bad dwarves!: the bad cousins of the dwarves mentioned above. Not as tough, but they have national summons (golems), blood magic and dom spread by sacrifices. Fire magic, too. To do: need to add two heroes (almost there!), and they should have nightvision, which is not moddable yet (unless i use copystats etc.). That's unfortunate as their castles are mostly caves, lol.

Elves: again, from BMC, but you don't see them that much over there, so i freely invented most of the stuff. They are a kind of wood elves, but in the BMC elves are not too nice and clean. Lots of good archers, some elite infantry, but low armor and no shields, so be careful! Nature and water magic. To do's: maybe some heroes.

Dunmer: these are the dark elves, or dunmer, from the game Morrowind. All in all, they are good people (kind of), not the sadistic dark ones you see in other games/books. They use armor made from insect chitin. Lots of infantry, elites, and holy troops. Wind, fire and astral magic, 3 immortal heroes. Here i really paid attention uniquely to lore, not that much to balance. To do: i think that's it.

Vampires: these are the vampires from the game Soul Reaver. More beasts than vampires, actually. Six different clans, each one with different skills. But beware: everything has to spawn or be summoned, can't recruit anything. Vampires are quite strong, and they are also immortal, however, they use no weapons/armor and are undead, so they also have several weak spots. Their mages are also kind of crappy, and dominion can be spread only by blood sacrifices. New god for this nation (Kain). Again, no idea if i'm any close to any kind of balace. See it as a challenge! To do's: five heroes (well they should be six, the 6 sons of Kain, but i think you can mod a max of 5 heroes only).

Then, 1 1/2 more nations:
The Thark Empire: again, BMC stuff. An ancient empire, they look a bit like roman legionnaires, and fight in greek phalanxes. The empire has lost much of its power, however it is still, and by far, the most powerful naval force of the BMC world ( = sailing skill for officers). Water and astral magic. Not playable yet, so i haven''t included it in the zip file.

The Cult of Darkness: this is from another comic book. A mod made in like 2-3 hours, so you can imagine the results - but it's for free no? Human, undead and mind-controlled units, death magic. Playable, but not that much of a nation, have to revise all units and graphics, i'm waiting for some good ideas to pop up into my brain.

Wheeww, that's was a long post. Well, give a look if you like, and let me know.
Attached Files
File Type: zip 536567-11nations.zip (496.3 KB, 1619 views)

Last edited by Edi; August 27th, 2008 at 10:32 AM.. Reason: Prefix
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