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April 18th, 2006, 05:54 PM
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General
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Join Date: Nov 2000
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Re: Siege Units
Quote:
NTJedi said:
Depends on what's available via modding in DOM_3. Ideally I hope Dominions_3 will have or allow via modding the ability to create unique siege engines for each nation.
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How many times do people have to tell you that Dominions 2 already has that capability before you believe it?
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April 18th, 2006, 06:13 PM
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Re: Siege Units
Quote:
Graeme Dice said:
How many times do people have to tell you that Dominions 2 already has that capability before you believe it?
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Fate is asking for a unit to have a wide variation of siege effects to units inside a castle outside of battle which could include 'flames from the sky' as listed by Endoperez. I merely commented we'd have to see what new mod features will be available. Geeez
It wasn't even my suggestion this time!
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April 18th, 2006, 07:22 PM
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Sergeant
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Re: Siege Units
Yes, the idea being put forth (by me,Fate, NOT NTJedi) is someting which (I believe) is not currently in the game. A special ability that allows a defender to fire X amount of arrows which hit a random enemy UNIT (not commander) and deal the damage of a normal arrow (could be based on their weapon).
I do not believe there is that capability currently, but, not having looked at the modding files, you never know...
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April 19th, 2006, 03:41 AM
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National Security Advisor
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Re: Siege Units
I doubt that kind of ability is added. In Dominions II, all modding that was available was editing the units' abilities and costs, and creating new units and adding existing abilities to them. Unless siege engines have been changed or some other creature/unit capable of hurting enemies in a besieged castle has been added, I doubt an ability like that can be modded in.
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April 19th, 2006, 08:47 AM
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Second Lieutenant
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Re: Siege Units
You guys do realize that with dragons and mages and stuff, none of the siege weapon effects have to be grounded in reality. We have a weapon that essentially does what one person already suggested. And btw wiki is a horrid source for information.
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April 19th, 2006, 02:31 PM
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Re: Siege Units
Quote:
OG_Gleep said:
You guys do realize that with dragons and mages and stuff, none of the siege weapon effects have to be grounded in reality. We have a weapon that essentially does what one person already suggested. And btw wiki is a horrid source for information.
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Have you read all the posts in this topic???? If you have read all the posts I'd like to hear about the weapon you mention.
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April 26th, 2006, 12:15 AM
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Second Lieutenant
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Re: Siege Units
I have done a mod that adds unique siege equipment to sevral sides. A ry'leh mind enslaver to get pathetic humans to open their gates, a c'tis poison trebuchet, a machaka web catapult, and a hoburg soup cannon (don't ask).
Immediate plans include ulmish ballistae, caelian battlefield lightning rods, and an enormous atlantian turtle. All of this is easy to encode in Dom2.
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April 26th, 2006, 02:27 PM
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Re: Siege Units
Quote:
Valandil said:
I have done a mod that adds unique siege equipment to sevral sides. A ry'leh mind enslaver to get pathetic humans to open their gates, a c'tis poison trebuchet, a machaka web catapult, and a hoburg soup cannon (don't ask).
Immediate plans include ulmish ballistae, caelian battlefield lightning rods, and an enormous atlantian turtle. All of this is easy to encode in Dom2.
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Very interesting mod... as mentioned earlier I would have started myself if Dominions_3 was not being released soon.
Perhaps others could add their ideas for what type of siege units should exist for each nation... so the community as a whole can agree on the final results.
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April 27th, 2006, 12:27 AM
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Second Lieutenant
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Re: Siege Units
Thanks for the support. Of course, very little balancing work was done, and the graphics are only half finished. I kind of got bored. And yes, discussion would be interesting, if only in preparation for a mod. perhaps I'll place a thread eventually. I AM pretty lazy though.
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