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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 June 3rd, 2007, 11:31 PM

Sombre Sombre is offline
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Unfortunately it's not possible. However it is possible to keep the clutter on the recruitment screen down a bit by using spawns and summon allies for some units. You still have to have lots of commanders though, so maybe there's still a problem. Actually Empire and a couple of other nations like the Chaos Hordes have similar trouble - they have a massive variety of similar units, like knightly orders, warriors of each god of chaos etc.
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  #2  
Old June 3rd, 2007, 11:41 PM

BandarLover BandarLover is offline
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Bah...I thought as much. Still, you'll do fine with whatever you come up with, I've no doubt. If you do happen to do mods for all the Warhammer nations I'd totally be down for playing some PBEM with you.
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Old June 10th, 2007, 07:50 AM

Sombre Sombre is offline
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I've been thinking about Warhammer armies recently. Particularly dwarves and greenskins, to go along with the Skaven.

Now the dwarf army list isn't a big problem when it comes to recruits - rather the problem there is that dwarves in Warhammer don't really use magic in the traditional sense. I don't want to make a dom3 nation without any magic, so they will use it, but the focus will be more on forging, buffing spells etc if I can help it. Mostly Earth with some Fire and Air probably. Some truly excellent heavy infantry and sacreds - crossbows /and/ arbalests available too.


Moving on to the Greenskins - there are simply too many to cram into one armylist, so I decided to split them into two. One is a mountain based nation, the kind that skaven and dwarves are always fighting. The other is more primitive and wild with stronger sacreds and magic.

Here's a rough draft of what I was thinking. Some units will be summons/spawns. I haven't decided about sacreds yet.

Some units might not make the cut when I get around to making the nations (a while off yet - several other projects will come first, such as Tharoon, Arga Dis, Jomon Broken, Skaven, LA Atlantis, possibly another Warwind nation.

----------SAVAGE WHAAGH---------

Better sacreds and magic (EFADN). Some darkvision, forest survival. Higher magic res. Poor equipment ala mictlan. Vulnerable to missile fire. Some troops berserk.

UNITS

Snotling Swarm
Forest Goblin
Forest Goblin archer
Forest Goblin Spider Rider
Savage Orc
Savage Orc archer
Savage Orc Bigun
Savage Orc Boarboy
River Troll
Snotling Pumpwagon
Giant Spider

LEADERS

Forest Goblin Chief
Forest Goblin Warchief
Savage Orc Chief
Savage Orc Warchief
Forest Goblin Shaman
Savage Orc Shaman
Savage Orc Great Shaman


----------MOUNTAIN WHAAGH-----------

Features: More darkvision and mountain survival. Less magic (EFAD). Fewer sacreds/priests. Better equipment. More variety. Black Orcs!

Goblin
Goblin archer
Goblin Wolfrider
Night Goblin
Night Goblin archer
Night Goblin Fanatic (as normal NG until hit, then WHAM)
Night Goblin Netter
Night Goblin Squigrider/hopper
Night Goblin Herder + Cave Squigs (one size 3 unit)
Orc
Orc archer
Orc Bigun
Orc Boarboy
Black Orc
Black Orc Boarboy
Stone Troll
Goblin Doom Diver (flying, chargebonus, super fragile)

LEADERS

Goblin Boss
Night Goblin Boss
Goblin Warlord
Night Goblin Warlord
Orc Boss
Orc Warlord
Black Orc Boss
Black Orc Warlord
Goblin Shaman
Night Goblin Shaman
Orc Shaman


Did I miss anything?
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  #4  
Old June 10th, 2007, 09:43 AM

BandarLover BandarLover is offline
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Not that I can tell. I'm assuming the savage orcs are similar to feral orcs.

But it looks like you nailed everything. Wow, that is a lot of variety!
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