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June 17th, 2007, 07:27 AM
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Sergeant
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Join Date: Jun 2006
Location: Edinburgh, Bonnie Scotland
Posts: 226
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Re: New Nation Suggestion
Given the prominent role the Deer also plays in Turkish mythology it might also make a good summonable as some kind of cavalry (or possibly a national teleport spell, IIRC the Deer was often given the role of a guide).
A divine mountain of some description would probably be the most apt special site.
Magic wise you could borrow slightly from Arabic legend and have the land ruled by Sultans and Caliphs who make use of both wealth and magic to keep their positions, certainly in the late age.
Mind you, you could always mod the nation in yourself if you feel like making the effort.
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June 17th, 2007, 07:51 AM
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Corporal
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Join Date: Jun 2007
Posts: 145
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Re: New Nation Suggestion
Archonsod? How'd you do! Still the forum mod at Taleworlds?
I have zero time as I'll be flying to Denmark for ERASMUS exchange thingy, plus I still lack in modding skills.
Can you tell the Kon-Air to hurry up with Age of Ash Mod?
Yes I thought the "Khan Tengri" as the Early Age special site,and "Palace of Brass and Jewels" as the Middle Age site.
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June 17th, 2007, 09:48 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New Nation Suggestion
Another Mount and Blade player eh?
I think having done so much background for this idea, you should probably go ahead and mod it yourself.
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June 17th, 2007, 11:13 AM
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Corporal
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Join Date: Jun 2007
Posts: 145
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Re: New Nation Suggestion
I'll give a try, though I sense I'll feck it up.
One thing is that I'll desperately need models and pictures which can be made as unit stuff.
May this thread be advice for any turkic fan modder out there for now.
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June 17th, 2007, 12:21 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New Nation Suggestion
Well you can modify existing Dom3 sprites.
I'd give it a go if I were you - might be easier than you think.
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June 17th, 2007, 02:47 PM
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BANNED USER
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Join Date: Mar 2007
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Re: New Nation Suggestion
New nations wouldn't do this game any harm so yes, I think this Turkic-oriented nation is a fine idea (And you've obviously put quite a lot of thought into planning which is a big plus).
However, should this idea be realised, then other drafts should be 'given life' as well. We're still missing nations based on Slavic and Arabic legacy. 
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June 17th, 2007, 03:00 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Re: New Nation Suggestion
There are some other fantastic Ottoman units that would translate well into the game. Would be interesting as well to include the other muslim empires of the time such as the Mughals and Safivads (Spelling?) into one unified Dom3 Nation. Isn't there a holy Islamic fighter that was common throughout the three empires? A bashgazisomething rather? The standard commander could be called a "Bey" as I think this was a common title of leadership throughout the ~1500ish Islamic empires.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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June 17th, 2007, 05:23 PM
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Sergeant
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Join Date: Jun 2006
Location: Edinburgh, Bonnie Scotland
Posts: 226
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Re: New Nation Suggestion
Quote:
Novi said:
We're still missing nations based on Slavic and Arabic legacy.
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One of the first things I noticed when looking in the nations for Doms 2. Where's the 40 nights, Sindbad style influence?
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