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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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Old September 3rd, 2006, 09:59 AM
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Arralen Arralen is offline
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Default Re: Spartan Mod 0.2

No problems with some "artistic freedom"

Just make sure you don't use names already in the game. This will not only confuse the players but the game engine as well, if they weren't only very similar but really the same accidently .
For standard (non-magical) equipment, better go with those items already existant - there are plenty of things to borrow from the original nations and themes. Makes balacing easier as well.
And if you really have to introduce equipment, make sure it sufficiently different from the 'generic' items but still balanced - if this doesn't work, it's obviously too similar to warrant using an item ID for it.

If you're heavily interested in this time period, you might want to try out the 'big' demos of "Gates of Troy", "Spartan" and "Chariots of War" by Slitherine Strategies Software UK Ltd if you not already know them.
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Old September 3rd, 2006, 05:07 PM

deadmeat1471 deadmeat1471 is offline
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Default Re: Spartan Mod 0.2

ive played some slitherine games, spartan for one my interest isnt to just play any spartan game i feel like creating my own fantasy spartans in the dom2/3 world
much of what we talked about is being implimented as we speak mainly using already existing weapons where possible, but of course must have the corinthian helms!
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Old September 3rd, 2006, 05:45 PM

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Default Re: Spartan Mod 0.2

Next order of battle, more units, the lack of units at moment is very insufficient, while leaving out archers and cavalry (nation weakness) i have a few ideas, javelin skirmishers, shortsword infantry (reminiscent of roman legions!) to break enemy once phalanx pin them.

seeing as spartan tactics to my knowledge heavily involved hopolites and phalanx, i will try to design a new array of them in the next release.
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