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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 July 17th, 2008, 02:22 AM
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Default modding LA ermor-like nation

well basically, I really like ermor because their cool and in all the fiction stuff I ever got involved in, games/books etc

Undead where always horde-like, but this isnt captured so much in most games I think... I mean.. yea they are "hordy"

but not "the horde", I mean come on, considering after every battle necromancers or whatever are supposed to raise all the dead so the armies just get bigger, bigger and bigger, you would think that undead are scary just because there is so god damn many of them

dominions really gives me that feel because pretty much whatever your opponent comes up with you fix it by throwing floods of skeletons and zombies onto it.

couple that with utterdark + few other goodies... and your good to go.

but my flatmate doesnt really like me using ermor because he rekons their overpowered and I would have to agree with him, it doesnt require an awful lot of effort to be successful, you just have to spam priests everywhere and tell them all to res more undead.

and with the huge point floating you get with ermor scales you can make a immortal rainbow mage that destroys the world muhahahah.


Anyway, i've been going about trying to make a mod that would make a nation very similiar to ermor but make them weaker.

I was thinking, #dyingdom, #nopreach, and the blood sacrifice thing, so you only get more dominion with blood sacrifices and you have to make them frequently.
I wanted to reduce the number of troops you get, or make sure you dont get so many guys that start with equipment. I mean those longdead skellie legionnaires are pretty much decked out infantry, just less hp. but on the flipside their immune to panic which is worth it considering the numbers you get them in and they cost no upkeep in gold.

looking through the different mod commands, i couldnt actually find something that made your dominion summon stuff automatically... there was #domsummon but i was running sombre's skaven mod(i like it very much ^_^) on 3.04 dominions and the clanrat summoning from the warlords didnt work.. so im guessing you need a higher version of dominions to use that command? if it even does what i want it to do


as an alternate route.... i was thinking of just copying ermor and changing the nbr's of all the stuff they summon so instead of undead they summoned what i wanted them to, and then throw them into the early age so their along side more powerful races.

i realise taht when people cast "animate dead" or something they wont have skeletons but i guess its something ill just have to live with.


and the mod im making is going to be themed around Kami from magic the gathering, w/f/a/e kami + life/death + massacre/sorcery(more powerful than the rest)

i want to make a hybrid ermor/bloodnation/zerg kind of nation... so yep any help/advice would be much appreciated

and the attachment is a the template i used for their pretender ^_^
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Old July 17th, 2008, 02:31 AM

quantum_mechani quantum_mechani is offline
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Default Re: modding LA ermor-like nation

The easy solution might be to mod longdead to be ultra-brittle 1 hp creatures, and perhaps some other stat tweaks for their units.
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Old July 17th, 2008, 09:31 AM
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Default Re: modding LA ermor-like nation

There are no domsummon commands for nations to get freespawn, so that can't be modded. You can't copy nations wholesale like you can units. You also can't mod the hardcoded reanimation lists or domsummon lists. So changing LA Ermor is difcult at the moment.
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Old July 17th, 2008, 11:13 AM
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Default Re: modding LA ermor-like nation

Quote:
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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  #6  
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

Quote:
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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