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Old February 16th, 2010, 04:29 PM
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kennydicke kennydicke is offline
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Default Re: Cinggis Qayan, Wrath of the Khans

Burnsaber, hello! I like Dwarfs. A lot!

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You can. Just #copystats something that has ivylord and overwrite everything else about the unit that you don't need. IIRC, there is a indy mage called "Animist" that has ivy lord 2, he could be a good starting point.
That would work great, but I gotta tone everything down some more to be happy. Although, that will work for any commander, right? I have some ideas.

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As for trying out your mod, I think that I'll wait for the new version. It seems that this version has gotten a lot of feedback already.
I would prefer to wait for a more polished version myself. More feedback than I was ready for I'm afraid. I'm on the downswing of a manic cycle, so...

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Although, I have read this thread and some things caught my eye that I'd like to rise up. You mentioned something about wanting the nation to have "really poor late game", to sort of balance its early game power. I'm sorry to inform that won't really make it as a MP nation (if we are aiming for MP balance here). There is all sorts of rage going about boosting Tir'na'Og that has sort of similiar power curve. If the nation works too much by "+early power -late power" principle, it will eat up 1/2 nations by turn 40 and then get simply obliterated by something that can do something in the late game. That really won't be fun for the nations that get overwhelmed by the nation's early power nor will it be fun to watch your empire crumble to dust.
I just thought it would fit in with their strong early theme. If possible, I would truly prefer a balance. That's why you guys post, and I read. I didn't know that about Tir na nog. I guess that would be boring. I like to retain a theme once I've got one. I was mostly worried about being really strong in early and in late, which I want to avoid. My bro and I wouldn't be able to tell by ourselves.

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You also seem to have a lot of national pretenders. IMHO, it's a bit of a waste to have more than 1 or 2 national pretenders. Players are only going to use one (most likely the most powerful one), even if that, so the rest of them are sort of "wasted". I think that the four gods could be unique summons to give something to aim for in the late game.
I agree. I had hoped if I bad a bunch, one or two would catch people's eyes. Then I could just leave out the rest. I didn't even consider making them summons, but I left myself summon slots if I wanted to make more. Was this bad etiquette?

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Also the randoms on the mages seem really unnecessarily chaotic to me. It would be absolute infuriating, for example, to recruit ~5 Priestess of Gengri and not get single A3. It would be just as unbalanced to get 5 A4's in the row. Sure, the odds for those are unlikely, but are they really so necessary as to justify for those games simply spoiled because you just couldn't hit those randoms you needed. You could easily combine 70% X/Y + 30% X + 30% Y into one 100% X/Y random.
Well, I am trying to refine them more. I really though they could be something different and unique. I was getting frustrated myself trying to get an A4, then I got two. Having such a setup could easily spoil your gameplan. I hoped that a strong military and good pretender could offset this. I also thought that the random nature could emphasize their different aspects, the fact they are not a true mage nation, but have a high potential. If this really means they are destined for doom, then I will change them by combining the custommagics.

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Also, you have a lot of commanders. To tell you the truth, opening the recruitment screen was sort of overwhelming. The thing with having many commanders is that (sort of like with national pretenders) is that the players are only going to use the ~3 most powerful ones, because commander slots are really tight. Especially true for mages as diverse as in this nation. My suggestion would be the same as for the pretender. Make the excess into summons. I'm not sure if it fits with your idea for the nation, but perhaps the servants could summon the priests/priestess's of their relative faiths?
Once again, I actually agree. They have way too many (for my bro's sake) and I had a blast making them; I figured if most people liked the number, they would stay, or, if not, people might pick some favorites, or point out ones that shouldn't be there. I could then dump some, someone earlier mentioned making other ages, this could work too. But I would really prefer getting this guy into shape before delving into another haphazard attempt.

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Do not take offence by any of this, the idea and the theme are really cool. And this focus on Horse Archers is really unexplored territory for Dom3. All the pieces are there, it just needs some polishing. (I've been itching for a mongol nation to dom3 ever since I got my *** handed to my by them in Medieval: Total War)
None taken, healthy criticism is the best! I'm glad that one theme that I chose seems to be in high regard. The whole reason I chose them. I guess I'll go through and really take a harder look at these guys. I was hoping for something that might be interesting, and it mostly worked. Never played edieval: Total War, fun?


globu, sorry bud, trying to make this quick.

I think I got it worked out; think I'll go to two armors. KISS, never my strong suit, and not my favorite band. One at enc-1 the other at enc-2, two prot difference.

MR 9 it stays.

Commanders: I'll need to sleep on that. And talk to my bro. A lot of this is what he or I wanted, or thought was neat. I may have been pretty far off from what is appropriate though. But I play by myself, and my bro plays by himself. I rush, he turtles. While combining what we both like to do into one nation seemed tough, we both thought I came up up with a unique way to do it. You guys know better what would work in the 'real world.' i.e. MP Btw, my bro is real cool and nicer than me, he won't care at all what gets changed, as long as he gets to turtle.

The randoms will have to be more predictable.

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Regular units with spy and assassin tags: Seconded on removing the tags. While it makes for more fun with GoR, I find that excessive.
Fixed!

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Bows: What rdonj said seems pretty persuasive to me as well. The Semitic giants here are the mechanical representation of actual giants, not just large men with well-constructed/designed bows. And those giants with well-constructed/designed bows! It seems that the limitations of the game in its current state force you to choose between (1) trying to find some way of making them distinctive and special with vanilla Long Bows; (2) making them definitively special with custom bows, at the cost of making your nation (or at least those heavily-used archers) egregiously miss out on the most important spell to an archer-heavy nation; or (3) use bows meant to represent what 1,200-pound giant archers with well-designed/constructed bows use. At least to me, (2) seems fairly unacceptable (from a designer standpoint -- if you did it anyway, I'd still play it ); flaming arrow compatibility is essential, and (3) cheapens giants and is just too broad.
They will be vanilla.

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I dunno -- very hard choice. But also remember that the devs represented inhumanly-strong size-3 Japanese dai bakemono archers using Japan's bows as Long Bows as well. In the end, if you went with Long Bows and gave them a nice precision bonus, I think they'd still be very special. Horse archers with bucklers and long bows sound very scary indeed.
This guy, he's Shinuyama? or a summon?

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Sprites: Oh, by the way, do you have an overall color scheme in mind? Tans and reds, for example, or something as a guide?
Trying to locate my Mongol warrior pic. May have to find it online. Will have something... tonight?

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And, if you have specific requests and ideas, let me know, and I'll try to put something together.
Nah, probably too much work involved. Just make them how *you* like them. They'll probably turn out fine. It was overambitious on my part to ask for all the trappings.


Anyway, thanks all! I will try to get something done for you guys!
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