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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 December 19th, 2007, 10:14 PM
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Default Re: Possibilities of #onebattlespell

The retinue has them too. Given that blood slaves fly around with you, I just don't think it's worth worrying about.

I'm looking forward to onebattlespell as a means of balancing the titans, who I believe are generally somewhat underpowered.

This is my preliminary list. Suggestions welcome; obviously some of this is not going to be well balanced.

Titan,Starts battle by....
Father of Winters: Drop a foes-only freezing mist on 10% of the battlefield.
Drakaina: Terror on all enemies (MRN)
Son of the Sun: Blindness on 10% of enemies (MRN).
Titan(F): Boost attack skill and AP of all friendly units (this is the same effect as Unholy Power.)
Mother of Tuathas: Mirror Image on 50% of friendly units.
Lady of Springs/Mother of Rivers/Daughter of the Land: Water Power on all friendly units (even when not under water.)
Son of the Heavens/Daughter of the Dawn: Smite all hostile demons and undead.
Lord of Rebirth: Regeneration on 50% of friendly units.
Lord of the Sky/Titan(M)/Destroyer of Worlds: Hurls a lightning bolt at 10% of all hostile units.
Lord of War/Celestial General: Weapons of Sharpness on 50% of friendly units.
Asynja: Resist Magic on all friendly units.
Lady of Love/Nerid: Charm on 5% of hostile units, MRN.
Keeper of the Bridge: Stun on 10% of hostile units, MRN.
Nataraja: ? (does he need a boost?)
Jade Emperor: Hm... not sure
Lord of Plenty/Lady of Fortune: Luck on 50% of friendly units.
Deva: Blind on hostile demons and magic beings. MRN.
Colossal Fetish: Earthquake on 50% of hostile units.
Lord of the Gates: should have a lot more shades than that.
Forge Lord: Legions of Steel on all friendly units.
Lord of the Forest/Earth Mother/Lord of Fertility: Entangle on 50% of hostile units.
Father of Serpents: Mass Poison Immunity.
Ageless Olm: Encase 10% of enemies in ice.
Son of the Sea: Mass Water Shield... but only under water (need to check that this works.)
Old Man of the Sea: Mass Luck... but only under water (need to check that this works.)
Lord of the Waves: Earthquake on all enemies... but only under water (likewise).
Void Lord: Confusion on 20% of all enemies, MRN.
Lord of the Wild: Berserk somehow maybe? That might not be an advantage. Hmm....
Lord of the Summer Plague: Diseases all enemies, MRN.
Solar Disc: Blind 50% of enemies, MRN.

I'm sure I left some out.
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  #2  
Old December 19th, 2007, 11:21 PM
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Default Re: Possibilities of #onebattlespell

Dr. P: This would be... awesome. I'll brainstorm a bit too.
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Old December 20th, 2007, 10:31 AM

Wyatt Hebert Wyatt Hebert is offline
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Default Re: Possibilities of #onebattlespell

I would also think you could use this to improve some of the less impressive summonable commanders.

Ivy Kings: Auto Mass Protection
Mound Fiends: Auto Protection of the Sepulcher (or simply AM)

I like the idea of 'human' heroes summoning up an honor guard. I would also like the following ideas for heroes with autobattlespells:

Caelian Archer Hero: Wind Guide
Caelian Storm General: Arrow Fend
Witch Hunter General (Marignon): Flaming Arrows
Orestes (Arco): Power of the Spheres? (Really nasty, I know)
Carmont (Marignon Cardinal): Either Cleansing Water or, to really hose the undead, Solar Brilliance.

The unique Amesha Spentae for Caelum would also be good candidates, imho. They aren't nationally summonable, and, while good, could use some autospellcasting.

A Pangaea or Man hero that casts Relief could be interesting.

Just a few thoughts.

Wyatt
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Old December 20th, 2007, 10:41 AM
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Default Re: Possibilities of #onebattlespell

All of those are possibilities.

You should probably make custom spells and have them cast those - for example, the caelian archer hero could wind guide half of your army, or everyone within X spaces of him.

One of the things I wanted to suggest for CBM was to give all of the national commanders a radius X "command aura". This is a spell at the start of battle that provides either aim (wind guide), luck, haste, power (the thing that unholy power gives, which is AP and attack skill) or maybe even quickness to friendly units within a certain distance of the commander at the start of battle.

It would then be pretty easy to give a larger/better command aura to the non-spellcaster national heroes.
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Old January 11th, 2008, 08:52 PM

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Default Re: Possibilities of #onebattlespell

" One of the things I wanted to suggest for CBM was to give all of the national commanders a radius X "command aura". This is a spell at the start of battle that provides either aim (wind guide), luck, haste, power (the thing that unholy power gives, which is AP and attack skill) or maybe even quickness to friendly units within a certain distance of the commander at the start of battle."

Sounds excellent! Ive always found that melee basic commanders just ferry people and dont lead them in fights, unlike real life. Some bonuses to small radius would make people use the commanders as commanders and not just ferries. Units which increase others' morale should be commander only btw.

The worst part about dominions fights are that they have nothing common with real historical battles. Well maybe cavarly used as flankers, but thats it. Basically the morale and fight system doesnt make any sense. Atleast to me.
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Old January 12th, 2008, 10:41 AM

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Default Re: Possibilities of #onebattlespell

Possibilities of #onebattlespell...are...endless, mesmerizing, amazing.

I was thinking of some kind of "command" "spells" for as of now lacklustre commanders, like those ulmish ones, which would give a minor boost to either attack, defence, AP or maybe even a minor reinvigoration. A "Be Precise!" spell for archery oriented commanders, which gives a +1 boost to precision units around them. And so on...
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