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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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
  #16  
Old May 18th, 2009, 06:08 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Oceania - Let's fix it. Mod discussion

Right! I have been working this evening on a nice apocalyptic end-game battlefield enchantment. Code below.

It is meant to represent a powerful ritual to bring the wrath of the sea to the battlefield. The skies open, rain pours down in torrents, visibility is reduced to a few yards, the ground turns to mud, and from all sides the power of the sea itself descends to crush the enemies of the Oceanians.

I envisage it being maybe a research-8 spell in one of enchantment, alteration or conjuration. It would need quite high caster level, maybe water-6.

What it does:
- Storm
- Mist
- Quagmire
- Summons water elementals from all sides. Initially large elementals will come (in the first round or two it looks crazy). However, quickly the torrent will be reduced to just a few smaller elementals each turn. After 9 turns nothing more will come (hence it's not exploitable).

The spell looks potentially overpowered, but I don't think it is really. I haven't carefully tuned the number of water elementals, but I think they would not be a huge issue for a magically prepared late game army. In fact a mid game army could fend them off well enough I think.

Note that in the code the spell is trivial to cast, and not restricted to Oceania, so that it is easy to test.

Code:

#newspell
#copyspell "Storm"
#name "Oceanian Quagmire"
#school -1
#effect 81
#damage 85
#nextspell "Mist"
#end

#newspell
#copyspell "Summon Water Elemental"
#name "Oceanian Small Elementals"
#school -1
#effect 9043
#damage 412
#nreff 5
#nextspell "Oceanian Quagmire"
#end

#newspell
#copyspell "Summon Water Elemental"
#name "Oceanian Medium Elementals"
#school -1
#effect 3043
#damage 410
#nreff 3
#nextspell "Oceanian Small Elementals"
#end

#newspell
#copyspell "Living Water"
#name "Oceanian Large Elemental"
#school -1
#researchlevel 0
#effect 2043
#damage 408
#nreff 2
#nextspell "Oceanian Medium Elementals"
#end

#newspell
#copyspell "Storm"
#name "Coming of the Flood"
#school 0
#researchlevel 0
#path 0 2
#pathlevel 0 1
#fatiguecost 100
#nreff 5
#nextspell "Oceanian Large Elemental"
#end

(note the nreff 5 is not a mistake, it seems to be needed for the summons to work correctly)
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
The Following User Says Thank You to llamabeast For This Useful Post:
 

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 07:28 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.