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  #1  
Old April 11th, 2006, 07:15 PM
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Default Re: Siege Units

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Saber Cherry said:
If the modding tools are sufficiently powerful, it should be possible for a high-cost Engineer unit to gain the "Summon Allies" command, that summons an immobile siege weapon. Sounds to me like a good compromise between abstract and concrete.

Yes that's one option. Since we're not getting a demo until after the game is released perhaps the developers could give a pre-copy of the modding documentation.

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Saber Cherry said:
The seige weapons should have enough upkeep to model several soldiers manning them and many noncombattants maintaining them. Hopefully Doms III will allow disbanding, but if not, the ranged ones would still be good on the defensive.
I agree their upkeep will have to model several soldiers manning the siege engines. I ponder what the Modding and MapEdit documentation for DOM_3 will include that's new. It will be interesting to see how fortification types have been improved as well.
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Old April 14th, 2006, 09:59 AM

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Default Re: Siege Units

Obviously, a seige bonus has already been implemented, but what about the other effects of seige weapons? They were also used to kill defenders. Maybe some modelling of that could be included in-game? (maybe as a scalable ability, which does x damage to a random, possibly non-commader unit, every turn. Or acts like a certain # of arrows fired at a random unit).
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Old April 15th, 2006, 07:46 AM
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Default Re: Siege Units

I don't know if I'd like that. It would be possible, of course. Say, Flames from the Sky-like effect, 8 non-resistable armor-piercing damage to at max 50% of the defenders, defense allowed.

However, that would kill all mages, who shouldn't be on the walls. It'd be nice, if it was implemented properly, but having a poor implementation wouldn't be fun at all.
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Old April 15th, 2006, 02:41 PM

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Default Re: Siege Units

I think it might be fair if it didn't hit commanders (though then it would just make normal troops worse than they already are... Hmmm....)
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Old April 18th, 2006, 04:53 PM
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Default Re: Siege Units

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Fate said:
Obviously, a seige bonus has already been implemented, but what about the other effects of seige weapons? They were also used to kill defenders. Maybe some modelling of that could be included in-game? (maybe as a scalable ability, which does x damage to a random, possibly non-commader unit, every turn. Or acts like a certain # of arrows fired at a random unit).
Depends on what's available via modding in DOM_3. Ideally I hope Dominions_3 will have or allow via modding the ability to create unique siege engines for each nation.
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Old April 18th, 2006, 05:54 PM
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Default Re: Siege Units

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NTJedi said:
Depends on what's available via modding in DOM_3. Ideally I hope Dominions_3 will have or allow via modding the ability to create unique siege engines for each nation.
How many times do people have to tell you that Dominions 2 already has that capability before you believe it?
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Old April 18th, 2006, 06:13 PM
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Default Re: Siege Units

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Graeme Dice said:
How many times do people have to tell you that Dominions 2 already has that capability before you believe it?
Fate is asking for a unit to have a wide variation of siege effects to units inside a castle outside of battle which could include 'flames from the sky' as listed by Endoperez. I merely commented we'd have to see what new mod features will be available. Geeez

It wasn't even my suggestion this time!
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Old April 18th, 2006, 07:22 PM

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Default Re: Siege Units

Yes, the idea being put forth (by me,Fate, NOT NTJedi) is someting which (I believe) is not currently in the game. A special ability that allows a defender to fire X amount of arrows which hit a random enemy UNIT (not commander) and deal the damage of a normal arrow (could be based on their weapon).

I do not believe there is that capability currently, but, not having looked at the modding files, you never know...
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Old April 19th, 2006, 03:41 AM
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Default Re: Siege Units

I doubt that kind of ability is added. In Dominions II, all modding that was available was editing the units' abilities and costs, and creating new units and adding existing abilities to them. Unless siege engines have been changed or some other creature/unit capable of hurting enemies in a besieged castle has been added, I doubt an ability like that can be modded in.
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