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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 16th, 2007, 12:01 PM

Sombre Sombre is offline
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Default Re: Skaven Nation. Warhammer based.

I'll post a bit more tomorrow when I should have more to report - for now I will simply say that the astral is restricted to the Grey Seers and has to do with their famed prognostication and general interest in metamagic.

So far I've taken the nature away from Pestilens - they are majoring in death, minoring in blood. Moulder on the other hand might still get random access to low level nature.

Oh and the master Warlock hero (based on Ikkit) will have completely random other magic to go with his standard FED, because Ikkit could choose any school of magic in the entire game. The Chosen Grey Seer (aka Thanquol) will be more traditional, but will be rocking the astral something fierce.
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Old June 16th, 2007, 12:14 PM

Szumo Szumo is offline
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Default Re: Skaven Nation. Warhammer based.

Thanquol should have built in luck, if it's possible to mod

What about other special heroes? Deathmaster would fit well i think.

I'm a little worried about blood though - making Skaven a blood nation feels somehow unthematic. I'd rather expect them to have air magic instead - to use lightning spells.

What kind of pretenderer chassis do you want to set as available for them?
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  #3  
Old June 16th, 2007, 05:08 PM

Shovah32 Shovah32 is offline
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Default Re: Skaven Nation. Warhammer based.

Skaven wont be a blood nation, they will have minor blood capabilities(is MA vanheim called a blood nation?). Air magic just dosnt feel right for a skaven nation(they live underground, crawling in pollution) so, iirc, sombre is modding in some warp lightning spells they will be able to use.
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  #4  
Old June 16th, 2007, 09:45 PM

Sombre Sombre is offline
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Default Re: Skaven Nation. Warhammer based.

Yep. Shovah has it.

This is what I'm thinking re: heroes.

Multiheroes:

Warlord Champion (great thug, spawns stormvermin/clanrats)

A Verminlord (very powerful greater daemon of the horned rat - magic and melee, an obvious SC - one of the most powerful things in warhammer, so must be good)


Heroes:

Deathmaster Assassin (3 weeping blades - holds one with his tail, glamour, awesome stats. but costs you high gold upkeep)
Chosen Grey Seer (boosted seer magic and stats, prevents bad events, increases unrest, can summon a rat ogre bodyguard)
Master Warlock (boosted Warlock Engineer, summons warp lightning throwers, some form of availability to every magic in the game - random or maybe 1 level in each)
Plague Lord (powerful thug, h3 priest, great death magic)
Breed Lord (three armed thug, summons/spawns all moulder creations)
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  #5  
Old June 17th, 2007, 04:18 PM

Theonlystd Theonlystd is offline
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Default Re: Skaven Nation. Warhammer based.

So am i reading it right? Will some hire able commanders be able to spawn units or are those just all heros your thinking about? I was going to recommend something being able to at least Spawn Slaves/or whatever fodder unit the race has..

Also donno how closely your going by the books and such.. But was actually reading a Warhammer book that dealt extensively with the Skaven.. And well anyone besides the Plague Monks prolly shouldnt have Poison Resistance .. The Skaven own Gas Weapons killed em in the book rather effectively




Btw did i mention cant wait to play this?
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  #6  
Old June 17th, 2007, 04:36 PM

Shovah32 Shovah32 is offline
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Default Re: Skaven Nation. Warhammer based.

I dont think they will all have poison resistance as killing friendlies is what skaven do best . A small amount of poison resistance could represent the horrible conditions they live in though. I think he will have recruitable commanders who spawn units which is another very skaven thing, particularly for clan moulder.
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Old June 17th, 2007, 04:47 PM

Theonlystd Theonlystd is offline
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Default Re: Skaven Nation. Warhammer based.

Quote:
Shovah32 said:
I dont think they will all have poison resistance as killing friendlies is what skaven do best . A small amount of poison resistance could represent the horrible conditions they live in though. I think he will have recruitable commanders who spawn units which is another very skaven thing, particularly for clan moulder.
Haha yea.

I just reread his first few posts. He already has the commanders spawning stuff covered guess i should of reread the thread first. And appears he also giving all Skaven 25% poison Resistance which isnt much and could be as you said crappy liviing conditions..
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