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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 May 16th, 2007, 05:57 AM

llamabeast llamabeast is offline
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Default Re: Vaettihiem SE 1.7

Cool, that sounds really good. I guess I'll probably end up being quite short of modding time myself, since the plan is that any spare time I fancy doing something constructive I funnel into developing the llamaserver. But I'll definitely try to have a tinker with the vaetti when I get a chance.

Let me know what you think of my comments/suggestions when you get a chance.
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  #2  
Old May 26th, 2007, 09:22 AM

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Default Re: Vaettihiem SE 1.7

After a bit of discussion with llamabeast, I've decided to add Vaetti netters, Vaetti sorcerors and a Vaetti Hermit national hero to the nation.

Archers and groundbreakers will get new graphics (somewhat cleaner) and groundbreakers will get slightly altered stats.

Draconians will be removed entirely and replaced with the Speros, primitive mountain dwelling winged lizardmen who aren't coldblooded and can use some weapons. They'll have a regular infantry version and a chieftan to lead them. Slightly smaller and cheaper than dracs, but same purpose.

I might also do some kind of white werewolf hero.

I'll stick up some graphics tonight or tomorrow using mediafire.
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  #3  
Old May 27th, 2007, 01:48 PM

llamabeast llamabeast is offline
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Default Re: Vaettihiem SE 1.7

*is very excited*
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  #4  
Old May 27th, 2007, 02:04 PM

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Default Re: Vaettihiem SE 1.7

I got distracted by other stuff and by trying to get a Tharoon beta together, but I did whip up some new graphics for the Archer, Groundbreaker, Sorc and Hermit. Hard to make the little vaetti look that good, but they're recognisable anyway.

The Speros present more of a challenge. I'm basically thinking of a slave warrior or regular ctissian of some kind as a base, stick on some wings, make them white/grey,... anyway it'll get done soon enough.

Here's a preview gif of the new stuff I did. The sorc looks very distinctive because I figured they're an entirely new order of vaetti that have formed and they're somewhat more influenced by newer 'evil' schools of magic than the old 'evil' Seith of the Gygja.

http://www.mediafire.com/imageview.p...rgymy2&thumb=4

Should work.
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Old May 27th, 2007, 04:13 PM

BandarLover BandarLover is offline
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Default Re: Vaettihiem SE 1.7

You never cease to amaze me Sombre. Those pics are sick. My fave has to be the bottom one. Is that a tank of some vile liquid it is carrying? Anyway, awesome as per usual.
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Old June 1st, 2007, 05:25 AM

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Default Re: Vaettihiem SE 1.8

I should have 1.8 released by the end of tonight. I've done all the new graphics apart from the white werewolf and I've coded in the speros, the hermit hero, added a vanilla gygja hero, coded the white wolf,.... altered the groundbreakers (instead of making a new vaetti pickaxe weapon I just gave them an axe and shield - the graphic is still a pickaxe though).

The thing I haven't quite worked out is the new stats to turn the troll shaman into a troll druid and the stats/magic the vaetti sorcerer should have. I'm thinking he'll be blood astral death randoms with slim to no chance of nature picks.
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Old June 1st, 2007, 06:15 AM

llamabeast llamabeast is offline
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Default Re: Vaettihiem SE 1.8

Hmm. For the nature-free sorceror, how about D1 + (SDB) 130%? You could include nature in the 30% pick if you wanted.

I think that would work fairly well. He'd have quite a high chance of being useful. Well, getting S or D would be good. Getting blood would be a bummer - what do you do with a B1 mage (if they're too expensive to use as blood hunters)?

I suppose one solution would be to make him D1B1 + (SDB) 130%, so that blood picks would then be more useful. Are they meant to be strongly blood-themed though? I'm not sure what you have in mind.

How about just making the druid N2E1? Maybe with an extra 10% N, just for excitement.
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