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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 27th, 2008, 05:55 AM

LDiCesare LDiCesare is offline
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Default Re: Monster SCENARIO Project

Quote:
Gandalf Parker said:So shift Ermor to a units base instead of undead?
Why not do it the other way around?
Start MA Ermor without reanimation ability on their priests and give it to them later. Give them a summons spell that mid game becomes able to either generate undeads automatically or 'summon allies'.

You'd start with a Roman nation using little or no death magic and then increase the death skill of its mages mid-game (not sure if it works on existing commanders), give the priests reanimate, provide summons that spam undead chaff automatically.

You might even mod a spell for 2 or 3 turns only so Ermor would have the ability to suddenly summon hordes of undead for cheap, but this ability wouldn't last long and afterwards you'd just reanimate.
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  #2  
Old June 27th, 2008, 12:15 PM
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Default Re: Monster SCENARIO Project

Im not sure if an added spell is used by the AI. One of the more experienced modders might let us know.

But changes would definetly be a good answer. I hadnt thought of the reverse. That would make a good game and be logical. As the armored nation of Ermor starts getting its *** kicked, the mages come up with a solution and start cranking out undead.

Im not sure how much of Ermors undead comes from its units though. I got the impression it was kindof a built-in thing just from being the nation Ermor. I dont know if thats touchable by mod.
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Old June 27th, 2008, 07:53 PM

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Default Re: Monster SCENARIO Project

I don't think you can mod the dominion free spawning units, but you could add freespawn to some units like a cheap 0 move priest who previously was useless and expensive. By becoming cheap, the priest would be hired, not move, just reanimate and freespawn some unit.
IT's definitely not the dom-killing Ermor dominion, but you could use MA Ermor and make it look like LA that way, except it wouldn't destroy its population.
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Old June 27th, 2008, 08:51 PM
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Default Re: Monster SCENARIO Project

Hmmmm that might work. Good thinking.

Not sure if its enough to build a big project around by itself but if we can come up with others then we might have an interesting scenario game.

What other middle age (era 2) nations can someone come up with a mid-game change of tactic that would make sense.

Ulm shifting from nationals to independents?

Pangaea shifting from nationals to carrion?

Oceania shifting from aqua units to amphib units?

Arcos shifting from expansion to research?

Bandar discover cave men and start using them?

Mictlan shifting to or from a blood-base?

If we did them all then we could put watches for indicators on all of them to switch in the change file for each as they reach the indicator. And it would be a different game when you played it again because in one game Ermor might never hit its indicator and in another game Arcos might not. They could even be different for a winning indictor or a losing indicator.
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Old July 4th, 2008, 12:07 PM
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Default Re: Monster SCENARIO Project

How about this...
In case Ermor gets too powerful, the mid-game mod will change Ermors pretender into an Eater of the Dead? Seems to match the theme.
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Old July 7th, 2008, 04:59 PM
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Default Re: Monster SCENARIO Project

Quote:
NT Jedi said in a post in the Dom2 forum:
Map Makers asking for placing timed events


As listed within the title... this is for Dominions_3
many more interesting maps can be made if map makers can setup timed events. Examples listed below:

1) Timed Event: Day_20 Give Ermor 50 Pale Riders and 2 Devils
Published Time Event: Yes
Comment at start of turn: Ermor has begun war on the realm

2) Timed Event2: Day_27 Heal all afflictions for territory_21
Published Time Event: No
Comment at start of turn: ((Not used))

3) Timed Event3: Day_33 Give Marginon 8 angels
Published Time Event: Yes
Comment at start of turn: Help has arrived from the sky

4) Timed Event4: Day_40 Assassination on province_35
Give Assassin to independents and activate
Published Time Event: Yes
Comment at start of turn: Hired Assassins are on the move


This would greatly increase the type of single player games which can be created.
For a more detailed list of types of events which can exist I recommend viewing the map editor of Heroes_3.
Some of these would be pretty cool. But I think that due to the limits on things like the number of units you can mod with a mod... they might have to appear in batches. I could see creating 10 versions of an assassin unit. Then scatter unit assassin1 to a random 100 provinces, assassin2 to a random 100 provinces, etc etc. Then at random times during the game the groups could attack. When it comes up for assassin1 then all 100 of them will suddenly become active assassins. The in-game message could be something along the line of "A band of assassins do a united strike." which wouldnt be too hard to do for a scenario-map.

Since there are so few ideas popping up, does anyone have the Heroes_3 map editor he mentioned?
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Old July 7th, 2008, 05:07 PM
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Default Re: Monster SCENARIO Project

Quote:
another NT Jedi example

example:
Event: Give ERMOR
Commander: Demon Knight
Items: Marble Armor; Amulet of Antimagic
Units: 30 Demon Knights
Guards: 2 Devils
Province: Ermor Capital
Day: 58

This is doable altho the clutter it would create in the home province might make it only a nice thing to do for the AI, not players.
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