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  #1  
Old November 26th, 2005, 02:39 PM
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Default Re: New Game: Fun Sites

I am not good at namegiving, so the name will be incomplete .

Shrine/Altar of ...(cool sounding name of a god or something from the dom3 mythology)

A commander may enter this Site for 1 turn to preach and give the god gifts. Gifts can be anything like gems, troops, Gold etc. etc..
Depending on what the commander spent he may get empowerments that are thematic. The amount of spent stuff also matters.
The same commander can preach and spend multiple turns and always get additional effects.

There is a complex formula system behind it which includes random dicethrows and a chart.

Simple example:
A D100 is thrown.

Chart for spending Deathgems:

0 Deathgems spent:

Diceroll:
1-10: The god is annoyed by the blasphemy of the hero and throws him into hell.
11-50: The god punishes the greedy hero. Random effect like lose 1D6 HP, get a random affliction or something like that.
51-90: Nothing happens.
91-100: The hero gets a small gift which can be anything like a weapon, extra health, another equipment slot etc. etc..

If the hero instead spends 1-100 deathgems the diceroll chart is modified that he gets better results, e.g. like this:
1: Hero dies
2-20: Hero gets punished
21+: Good effects, thematic to the deathgems, like getting lifeleech, etheralness etc..

Then additional charts for ppl who spend even more gems.

But always there is a small chance included that something bad happens to your hero.
So it is a big gamble what you get. It may be more than worth the spent gems or it may be a waste.

Inspired by various Rpgs, iirc there were 1 or 2 such spells in one of the Black Isle D&D games like BG 2 and iirc the Chaos faction in Lords of Magic had such spells too.
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Old November 26th, 2005, 02:47 PM

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Default Re: New Game: Fun Sites

that sounds like a fun site (might be more useful for some than others)
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Old November 26th, 2005, 03:58 PM
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Default Re: New Game: Fun Sites

Quote:
shovah said:
that sounds like a fun site (might be more useful for some than others)
Thnx .
Yeah it would need to be carefully balanced. But the concept of chaos magic has always fascinated me since i am always at least to a certain degree a gambler .


Sleeping Dragon

This site looks like a mountain site from Dominions 2 and has as effect only +x resources, just like the Dominions 2 mountain site.

In truth the mountain is a sleeping dragon though.

Ideas:
1. There is a new ritual to investigate sites to discover their secret features.
2. The dragon randomly awakes. There is a small base chance each turn and if there happens something extraordinary in the province like a huge battle the chance is greatly increased for this turn.
3. There are 3 kinds of dragons: Good, neutral and evil dragons.
If your pretender has the same ethos the dragon serves you, if not the dragon starts maurading your empire.

Ethos of the pretender:
Took mainly astral+nature magic: Good pretender
Took mainly elemental magic: Neutral pretender
Took mainly blood+death magic: Evil pretender


Valhalla

And similiar fitting names for all the other nations. This site is a known starting site which can be enabled or disabled in the game setup options.

In this site you can resurrect your fallen national heros. For every resurrection the price increases lineary though, like 1st time 2 gems, 2nd time 4 gems etc..

Combo sites
Not a single site, but a new game mechanism.
Can be turned on or off via game options.

Ideas:
1. No sitelimit per province, so you could get 100 sites and more in one province.
2. New ritual that lets you teleport sites from one province to the other, it gets the more expensive the more sites you already have in the target province, price also depends on the might of the to be teleported site.
3. All sites have one or more combo effects. These can be positive or negative, depending on the sites ethos.
Sites with the same ethos give positive boni, sites with different ethos give negative boni.
If you have e.g. a deathsite that lets you summon undead and one that lets you summon soulless if you have both sites in the same province they summon lictors instead then.
4. New ritual to transform sites. Only the alignment of the site can be chosen, then the site is transformed semi-randomly into a site of this alignment.
This way you can slowly transform your realm into one of the 3 alignments.
This could become a completely new game concept.
If you field troops of different alignments you will get problems. If an evil nation e.g. fields devils and angels the angels will desert.

Vague game concept idea:
The sites/troops/etc. from the good and evil alignments are in general more powerful than the neutral ones.

There is now a new abstract figure, aligment supply.

Good gods can then field only good troops and some neutral ones, evil gods only evil troops and some neutral ones.
Neutral gods can field troops from all 3 aligments.

Depending on the power of the site it creates several alignment points.

Good gods can then field good troops and neutral troops worth 25% of their good alignment points, evil troops analog.
Neutral gods can then field neutral troops + any mix of evil+good troops worth in total no more than 33% of their neutral alignment points.

This concept would lead to an enchanced build up component which would also be interesting.

Inspired by Magic the Gathering, especially Kamigawa Block and by Civilization 4.
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Old November 26th, 2005, 03:06 PM
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Default Re: New Game: Fun Sites

The great Annoying

This site has some really bad features. There could be several variants of this site.

Example variant:
The site spreads death 3 and casts 1 plague per turn, with 1/3 probability that it casts the plague on the province which it is in and with 2/3 probability on another randomly chosen province from the realm it is within. This way it is not save to park it in one of your low populated provinces.

Now there is the special second feature of the site:
You may pay X gems or 10x X gold. Then at the end of the turn the site searches a new host and randomly pops up in another realm played by a different player.
Stronger players have a higher probability that the site appears in their realm.

Sacrificing Wood
A blood mage can sacrifice up to his bloodlevel bloodslaves.
For every slave sacrificed he gets +1 to all his paths for the next turn.

Hellhole
This site is a giant hole that connects this plane with the hell. Every turn it spawns creatures from hell. An immoral god may employ these demons.

Gameplay effects, several ideas:
1. The number and might of hellspawns depends on the turn, the monsters that spawn in lategame are more powerful than those in earlygame.
2. The spawned monsters offer the owner of the province their services. They demand random amounts of blood/gems, which reach from 50-150% of their worth in blood/gems if they would have been normally summoned.
2.1. Only evil gods may employ these monsters. An evil god is a god that took either blood or death magic during pretender setup.
3. If the owner of the province did not pay for their services, the demons attack the province.
3.1: New game concept: Maurading indy forces.
If the hellspawns defeat the troops of the owner of the province they can start maurading, which means they attack other provinces. This is completely random though, each turn a dice is thrown and then the hellspawns either maurade or stay in the current province, depending on the dicethrow.
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