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March 17th, 2007, 08:14 AM
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National Security Advisor
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Join Date: Oct 2003
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Re: Kristoffer\'s encouragement thread
Wrong, Endo. Palankasha is a tiger-headed demon, and the Manyusha Rakshasi has a leonine mane, even if it has little resemblance to lions otherwise.
If we wanted to have a Persian/Egyptian type cat people nation, the Tigrans from AoW2 and AoW:SM were pretty much that style, so something similar might work, with FAS magics being the most common, having assassins and spies.
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March 18th, 2007, 11:00 AM
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Corporal
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Re: Kristoffer\'s encouragement thread
Rakshasas and Rakshasa Warriors are both Lankan summons.
DnD does indeed have the Rakshasa. It's natural form looks like a humanoid tiger. Stats below.
http://www.d20srd.org/srd/monsters/rakshasa.htm
The Tigrans were a savage race - if I recall they had some of the strongest domination/enslavement abilities in the game, with an extra focus on illusion as well.
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March 23rd, 2007, 08:37 PM
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Major General
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Location: Seattle
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Re: Kristoffer\'s encouragement thread
RE: New nation themes.
I'm currently re-reading Steven Erikson's Malazan novels, and cool ideas there include:
1.) T'lan Imass: Humanity's predecessors (think Neanderthals) turned themselves into undead to prosecute a genocidal war against their tyrannical oppressors, the Jaghut. 300,000-year-old Neanderthal zombies obsessed with fighting tyranny. They use Tellann, once the Warren (magic-source, kind of) of Fire but now the Warren of Ash. They've outlived their own gods and most of their purpose and pretty much want to declare victory and fall into dust. Very tragic. Their shamans are called Bonecasters and each have a totem animal they can transform into--think giant undead gorillas, panthers twelve feet long, etc.--in addition to being fierce spellcasters. Oh, and T'lan Imass (before the undead Ritual of Tellann they were just called the Imass, and the glottal stop in T'ellan seems to mean "broken") can also turn into dust (which they should have been long ago, were it not for the Ritual) and travel quickly on the winds that way. They fight with giant flint swords and occasionally giant undead prehistoric wolves called T'lan Ay as allies.
2.) The Jaghut are few, powerful and solitary, but respond to blood ties and reunite when a family member comes under attack. They mostly use Omtose Phellack, the Warren of Ice. They're also all dead except for a handful in hiding, and a number of half-breeds called Jhag. They average 7 feet tall or so and have tusks and green skin.
3.) Teblor are giant barbarian horse-warriors with slow regeneration and four lungs (and perhaps other differences from humanity), who reach maturity at 80+ and live for hundreds of years. They live by raiding each other but are starting to discover the world beyond their borders. Early on when you first meet them they're talking about their desire to kill hundreds of children; turns out that's their term for humans, because of their relative size. Also turns out they're the remnants of a fallen civilization called the Thelomen Toblakai, and were originally contemporaries with the Imass 300,000 years ago. Pureblood Thelomen Toblakai were bigger, though, 18+ feet tall instead of 8-9. Corruption of the bloodlines is a big theme for them.
4.) Tiste Andii, Tiste Edur, and Tiste Liosaan are three branches of long-lived beings who've fled here from a civil war on their own world. They represent Darkness, Shadow, and Light respectively. The civil war has something to do with the Andii feeling betrayed that Mother Dark created Light and Shadow. The three branches don't get along. Tiste Andii are fatalistic and uncaring, Tiste Liosaan are arrogant and inflexible, Tiste Edur are primitive and bloodthirsty. Tiste Andii have a reputation as deadly assassin/mages, and are skilled at magics of darkness and destruction, but don't go in for reanimating undead or anything.
5.) The Malazans are a recently-risen human empire which ideologically kind of resembles the Communist revolution in China (purges of the bourgeois nobility are still ongoing) and militarily resembles the Roman Empire (esp. in attitude, either offering friendship to a beaten foe and removing the causes of strife, or else destroying it utterly: no better friend and no worse enemy). Kind of light on the mage artillery, but with very professional troops.
There are several other races/factions in the Malazan story, too. Anyway, at the very least it would make a very cool mod, and might stir the creative juices. The actual powers of e.g. the T'lan Imass aren't anything especially novel (well okay, frozen ice zombies are more common than fire zombies), but their motivations for becoming undead ARE novel and that's what makes a good story. Or Dominions theme, as the case may be, with e.g. the war between the Vanir and the Niefel giants.
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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March 25th, 2007, 02:36 PM
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Corporal
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Re: Kristoffer\'s encouragement thread
This has already been pointed out somewhere else by several people, but just as a reminder... There's currently a limit cap of ~110 new sprites for mods, game crashes if there are more than 110. Can this limit be raised to, like, a lot more?
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March 25th, 2007, 07:53 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Checking the dom3progress html...
25th march
* Can use monthly cast multiple site search spells of the same type.
* Some monsters were not always unparalyzed properly, fixed.
21st march
* Ritual of Rebirth didn't work with 15 size Hall of Fame, fixed.
* Wild Hunt and some more spells were buggy when attacking besieging armies, fixed.
* Magic site fixes, armor fixes, age fixes, hero fixes, unit fixes from edi's list
* Y-fix
* No looming devils under water
* Summon barghest & black dogs switched
* Province defense overflow fix
* Esc works when right side menu is hidden
* H-shortcut didn't work
* Marverni & me Man temples cost 200
* TC nation descr fix
I see much spiffiness here.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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March 29th, 2007, 09:36 PM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Kristoffer\'s encouragement thread
First, please let me say that this game is incredibly cool! And I've just barely scratched the surface.
One thing that I did some across was that my Wyrm was afflicted with a 'limp' battle wound. I'm not sure if it is intentional to have limping Wryms. It's not like it 'lost an arm', but it does make me laugh when I try to come up with a mental picture of a limping Wrym.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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April 3rd, 2007, 07:11 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: Kristoffer\'s encouragement thread
I also wanted to say that this is the most complex turn-based strategy game I've ever played, and that its successful in that endeavor is a masterstroke. Any additional work done by the developers is just icing on the cake for us.
That being said, I'd pay another $40 if a diplomacy screen was implemented on par with Alpha Centauri (or even MOO, really).
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