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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 August 28th, 2007, 03:26 PM

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Default Re: Tomb Kings backstory

Well the id ranges for UR can be seen at the top of the .dm file. Pretty sure those are accurate.
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  #2  
Old August 28th, 2007, 03:37 PM

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Default Re: Tomb Kings backstory

Cool, thanks.
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  #3  
Old September 5th, 2007, 07:37 PM

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Default Re: Tomb Kings backstory

Wrote a long description for one of the units. Turns out Dominions won't take such a long description, so I thought rather than waste it I'd post it here as a teaser:

In the dying days of old Nehekhara, the Tomb Priests saw they alone would not be able to protect the vast tombs once the last vestiges of their civilization had fallen. And so to the peasants, criminals and others deemed unworthy of burial in the sacred tombs, the priests offered a terrible choice: watch over the tombs for the millennia to come, and in return live to see the coming of paradise. Some came forward, and the priests chose the strongest to serve as Watchers. Through powerful rituals they were gifted with the same immortality as the priests themselves - while their bodies withered and dried to husks they would never die of natural causes.

Instead they stood guard over the tombs, watching as the kingdoms they had known fell apart and the last villages were abandoned to the encroaching desert. Unsleeping, they watched and waited, spotting any treasure hunters far off, moving stealthily through the necropoli, and killing without warning.

Now by the foul curse of Ermor, the paradise promised to the Watchers has been denied, their tireless millennia all for nought. Where all the awakening Nehekharans are filled with bitterness for what was lost, the Watchers are consumed by it. Now they march alongside the awakened armies to war, seeking vengeance.

They wear no armor but wield halberds salvaged from treasure hunters, and miniature crossbows firing darts which paralyze their opponents - equipment they have come to favour for exacting a swift death on unsuspecting trespassers. Their bodies are no longer as strong as they once were, the harsh conditions of the desert having taken a toll over the thousands of years, but they remain strong and deadly opponents.
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Old September 6th, 2007, 11:26 AM

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Default Re: Tomb Kings backstory

Very nearly finished this mod now, but about to go on holiday for a week. Once I get back I expect to release it pretty quickly.
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Old October 28th, 2007, 10:01 PM

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Default Tomb Kings mod released!

Well, that took a lot longer than I expected. After a very long time and a good deal of playing and tweaking, the mod is now attached to the first post. I very much hope you all enjoy it. Please leave comments - I will be very pleased to read any comment at all, and constructive criticism is very welcome of course. In particular it can be easy to lose sight of the big picture when balancing a mod like this.

Have fun!
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Old October 28th, 2007, 10:24 PM

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Default Re: Tomb Kings mod released!

The preview looks excellent. I'll try this out tonight when I'm free.
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  #7  
Old October 29th, 2007, 05:50 AM
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Default Re: Tomb Kings mod released!

Ooo, cheap sacred archers, that makes a death blessing effective!!
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