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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 November 12th, 2009, 06:43 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

I'm finishing up a first draft of the actual mechanics for all the units and such. I'll sketch up some basic graphics and post it up in a day or two.

For this first draft, I'll really be testing to see if the highly-expensive and non-massable but effective cap-only troops make the whole nation's military as powerful as others. If I give Angmar a very strong early game, leading into only a mediocre mid-game due to the unmassable elite troops and the massable troops that die by the hundreds, then that part will essentially be successful. I suspect that as it is, the nation is *very* front-heavy. The extra SC/thug at the beginning plus the ability to recruit a few crazy orcs from the capitol early on makes their start a real juggernaut. Their best access on mages is pretty weak (D1F1 +110% BDFW and D1W1 +100% DEFW), except for the Witch King himself, who is D4S3, fully capable of getting the high death stuff.

After I get the crappy sprites in there and post it for a first review, I'll start to consider things like national spells.

That reminds me, how many hero slots are there for a nation? At least 8?
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Old November 12th, 2009, 10:11 PM

rdonj rdonj is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Not quite. There are 6 hero slots, and 2 multihero slots. If you wanted 8 specific heroes you'd probably have to make two of them summons.
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