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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old July 17th, 2008, 11:13 AM
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Default Re: modding LA ermor-like nation

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Edi said:
You also can't mod the hardcoded reanimation lists or domsummon lists. So changing LA Ermor is difcult at the moment.

I meant.... going something like

"select nbr <arbitrary undead unit>
#mod
#end"

and do that to all the different undead summons they get from their dominion.


the other option is to do a blood nation that uses like 5 slaves to summon 50 guys or something like that. so i can still zerg just not the same.
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Old July 17th, 2008, 11:29 AM
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Default Re: modding LA ermor-like nation

Ah, okay. That'd work. The problem with the undead Ermor gets is that they are the same undead everyone else keeps summoning except for the longdead velites and legionnaires.
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Old July 17th, 2008, 04:06 PM
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Default Re: modding LA ermor-like nation

It's too bad we can't easily mod the nations that are already in the game. It'd be great to be able to just load up all the vanilla info and mod only a few things from a given Nation.
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Old July 21st, 2008, 01:16 AM
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Default Re: modding LA ermor-like nation

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HoneyBadger said:
It's too bad we can't easily mod the nations that are already in the game. It'd be great to be able to just load up all the vanilla info and mod only a few things from a given Nation.
amen


ok I thought of some more solutions and more ideas floating around...


instead of copying ermor's nbr's and changing them to someting else it would probably be a lot easier to change rlyeh since nobody else gets mad ones and dreamers etc

(that i can think of anyway)

and I can use the #clear sites command to get rid of their void gate so they dont get void monsters ontop of what i want to give them.

the only problem i see with that is that

1) ermor has *too* many dominion spawns and adding reanimation ontop of that really makes them zerg

where as rlyeh wont have enough if you just rely on their dom summons (or am i wrong?) and they cant reanimate the guys i want them to reanimate.

2) their an underwater nation and my friend doesnt like those because he cant really fight them properly, he would have to rely on the spell that lets people enter water but he has to dedicate significant effort to get it unless he chooses a nation with considerable water magic.

or he zergs me with coastal shamblers hahaha






anyway.

I got another interesting idea for a unique type of nation, I was thinking of an D&D monster zerg... yea i know there is already lots of similiar types of mods... but what i wanted to do with mine was make it a heavy blood magic based nation.. little or no recruitable units, all the bloodnation anti-perks like #nopreach etc. and the twist is that most of the troops #neednoteat, but on the flipside they all generate unrest. and this is to symbolise that monster armies dont have supplies so to speak they just steal things from the populace of the province they are in or they just eat the people that live there.

the only thing i need to work out is something to spend gold on, i mean if they dont need gold to build then whats the disadvantage of having lots of unrest everywhere? besides the fact that u'll get rebellions and so on (which i think is totally cool and goes with the flavour)

and their going to be stuff like.. orcs, goblins, centaurs, minotaurs, trolls... beholders etc

that sort of stuff.

and they'll have spells that summon things, so their armies/commanders/researchers will all be blood summons.
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