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  #1  
Old April 20th, 2005, 04:47 PM
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WraithLord WraithLord is offline
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Default campaign

Well I thought about it some, then some more, and wouldn't it be cool if dom-III would come with a campaign.

A nice campaign with a nice background story.
maybe about some minor god trying to achieve greatness among the greatest.
Fighting his way as his flock of faithful grows.

But anyway besides a campaign, which is very nice by itself, an ability to create costume campaigns will surely result in great fan made campaigns.

Just wanted to see if the other players might also be interested as well.
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Old April 20th, 2005, 05:09 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: campaign

How do you picture that being different than whats down now? Most of the maps and mods done by Illwinter (the developers) seem to be that way. Shepherds I think is the latest and kindof planned to be worked into Dom3

http://ulm.illwinter.com/dom2/shepherd.html

Gandalf Parker
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Old April 21st, 2005, 06:01 AM
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Default Re: campaign

Actually, I think, you meant the system of tactical battles and narrative campaign like Age of Wonders etc. have it. Obviously, DOM has the tactical battle (as replay only) AND the 'campaign' part, which is the strategic part which is done by the player (and not pre-scripted narrative). So everything you want is already there:

Use ..

- big map with >50 provinces per player (maybe give them even a handful of starting prov)

- very difficult research (maybe mod all mages to give less research points

- indie-9 setting

- large (15 entries) Hall of Fame

- players who can come up with some story about their nation and pretender

Then have all players send in-game messages (roleplaying-wise, not necessarily technical) and write down what happens every turn .. voila .. 250-turn campaign in the works.
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Old April 21st, 2005, 07:23 AM
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Default Re: campaign

Quote:
Arralen said:
Actually, I think, you meant the system of tactical battles and narrative campaign like Age of Wonders etc. have it. Obviously, DOM has the tactical battle (as replay only) AND the 'campaign' part, which is the strategic part which is done by the player (and not pre-scripted narrative). So everything you want is already there:

Use ..

- big map with >50 provinces per player (maybe give them even a handful of starting prov)

- very difficult research (maybe mod all mages to give less research points

- indie-9 setting

- large (15 entries) Hall of Fame

- players who can come up with some story about their nation and pretender

Then have all players send in-game messages (roleplaying-wise, not necessarily technical) and write down what happens every turn .. voila .. 250-turn campaign in the works.
This is the spirit of what I meant.
some related items might be
- scripted events. (including messages, recieve money/gems, receive armies etc).

- Maps could be biased towards certain scales.

- No/less magic mode, in which mages/spells take a secondary role. (imagine a "time of troubles" lasting for the first 30 turns...)

- Allow for fixed predetermined alliances. (And allied victory). Now I'm not opening the door to a diplomacy request. Just suggesting a mode in which two nations can't attack each other.

@Gandalf,
I'm playing shepherds now. It's actually what's got me started thinking in this direction.
I agree it's a campaign (and a damn good one at that).
My suggestion is that the game will enable to take that one step further.

For example, scripted events in shepherds map could have enhanced the epic atmosphere.
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  #5  
Old April 21st, 2005, 11:50 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: campaign

Quote:
izaqyos said:
This is the spirit of what I meant.
some related items might be
- scripted events. (including messages, recieve money/gems, receive armies etc).

- Maps could be biased towards certain scales.

- No/less magic mode, in which mages/spells take a secondary role. (imagine a "time of troubles" lasting for the first 30 turns...)

- Allow for fixed predetermined alliances. (And allied victory). Now I'm not opening the door to a diplomacy request. Just suggesting a mode in which two nations can't attack each other.
Well, of all that you mentioned, only the scripted events are not available. And even then, there are some creative concepts that I was banging around in my head to try and test. (such as a program swapping out a mod file at turn 50 and possibly even creatively rewriting the mod based on the game info).

Maps biased toward scales are possible. Less and no magic is possible and even doing major damage to magic so that it suffers a major setback early in the game.

For the allied thing, Ive used that in a number of my campaigns. Such as "Indeps" and "WEvsTHEM" which are both available at www.dom2minions.com

Gandalf Parker
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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