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

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  #1  
Old January 3rd, 2007, 05:58 AM
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Default Re: idea: city, thieves guild map/mod

If you mod the nations, you can change province defense units and how often they appear. 1 unit for every 10 points of PD is possible, at least, perhaps 0 too.

You can't mod a site to give a morale bonus. You can make a site that allows the recruitment of an immobile "barkeeper" that has encumberance 10, reinvigoration -5 and casts Fanaticism renamed into Alcoholism (99 points of fatigue).


I'm not sure if you can get rid of dominion like that. You certainly can get rid of scales, though! The scales, starting pretender and even a starting prophet can be set in the .map file. Prophets can be dealth with so that they exist in a vacuum where all dominion dies and where there is no gold tobe had (pop 0, neighbourless province with a castle in it; set defenders to few skeptics with cauldrons of broth and some militia; set the owner to the nation of the prophet housed inside).

Are you going to allow buildings? Labs, temples, forts? They can't be modded yet.

This would be lots of work, and yes, it would be a total conversion. A very total conversion! However, I like it. It already sounds very good as-is. It would be interesting if the city this was set in was called Ankh-Morpork, and if one of the playable thug cartels was named City Watch.
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Old January 3rd, 2007, 06:48 AM
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Default Re: idea: city, thieves guild map/mod

Hmmm...possible Pretenders: King of Spades (the local ghoul, produces soul-less from the corpses he steals from the local graveyard, Seduction power: undead only), King of Clubs (the toughest mug in town, favorite hobbies: breaking your right knee, breaking your left knee. Calls his lead pipe "Sheila"), King of Diamonds (Retired diamond-smuggler, fled to the city after avoiding a near capture, rumored to have swallowed entire stash, "produces" 1 earth gem per month) King of Hearts (Complete Psychopath, Called "King of Hearts" because...well...you are what you eat.)
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Old January 3rd, 2007, 08:54 PM
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Default Re: idea: city, thieves guild map/mod

@endoperez

don't think i meant to get rid of dominion, as you said i can't be, just repurpose it. i'm thinking that it would represent the citizens disposition towards you, much like it already does, and buying dominion would represent, say, your boss's charisma. ideally i would like to see the dominion go away, so that you aren't out till your boss is dead (and he stays dead, no dominion for resurection), but that is probably just wishfull thinking.

as far as buildings go, i think each province would have to be modded for the units it has in it to say just militia or shortbowmen, possibly a thug commander - which gets rid of priests. the low gold would hopefully deter fort building, though i think it might be cool to have a new lair fort type. labs wouldnt be altogether useless, i'd still like magic to be in there a bit.

i think we would need a map a good deal larger than anything i've seen for an ankh-morpork, but supposing i had one, i would whole heartedly support it

@honeybadger

those, i like quite alot
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Old January 3rd, 2007, 10:48 PM
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Default Re: idea: city, thieves guild map/mod

made a start, no sprites, just a few units and the skeleton of a guild faction

i don't even know if that will run, mostly just brain storming
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Old January 3rd, 2007, 11:07 PM
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Default Re: idea: city, thieves guild map/mod

thanks Paradoxharbinger.
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