|
|
|
 |

October 3rd, 2006, 06:18 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Hebrew derived position suggestions
Quote:
Early Era
This is pre-Abrahmic Canaan. It should be pointed out that archeological evidence for a Hebrew displacement of pre-Hebrew Canaanites is non-existent.
You have standard primitive infantry but no cavalry.
Your charioteers are all Nephilim or Anakim, who are giants - they're sacred, a size level up from people, and have awe. Nephilim princes are priests who have nature, blood and fire. Since you're from the same part of the world (very roughly) as pythium, perhaps your chariots should be pulled by lizards instead of horses.
You can also recruit Witches - who are brides to the Nephilim. They're cheap and have random sorcery.
You get a better deal on summoning fallen angels (nation specific blood spells), and your fallen angels are sacred with a better mix of magic.
|
Standard primitive infantry - what equipment? We could use indy LI graphics if they use spears, or swords. They have some kind of metal armor, right?
C'tis has Lizard Chariots pulled by those things Jade Amazons have, Sauromatia is near Ermor and C'tis and is actually ON the Swamps of Pythia, and Sauromatia has both Lizards Pythium will use Jade Amazons riding their lizard mounts. What equipment would these have? How good would they be?
You wrote "Nephilim or Anakim" - are there two names or two types of giants?
What equipment would Nephilim Princes have? The same with Witches.
What randoms, exactly, do you want them to have?
Witches can have Sorcery random. Or FNB random. Or FSNB or FDNB or FSDNB random. Or multiple randoms with different chances. One example:
100%NB
100%SDNB
50%SDNB
Always one sorcery, always either Nature or Blood in addition to that, often one more sorcery pick. Witches should be able to hunt Blood Slaves if you want Nephilim Princes to be able to use Blood. They can also be made to be able to Blood Sacrifice (like Abysia or Vanheim).
You can mod up to 5 normal heroes, and up to 2 types of heroes that keep coming and coming.
You can define starting site, name it, define path and level, make certain that it ISN'T used as a random site (but also make it available as one), choose gem production (6 for typical EA nation), and choose capital-only units and/or commanders.
Post more info here, and I can check if I can find fitting sprites. If I do, #copyspr copies that to a new unit.
There are no empty summoning slots, but as an Early Age nation this could "borrow" some Late Age spells. Ashen Empire has lots of them, for instance. What kind of names are you after? It isn't yet possible to change names or descriptions of spells. Also, it seems that it isn't yet possible to set national spells as researchable, only as "available from the start" like in DomII.
|

October 3rd, 2006, 06:25 AM
|
Major
|
|
Join Date: Sep 2003
Location: Budapest, Hungary
Posts: 1,221
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Hebrew derived position suggestions
Quote:
Endoperez said:
Also, it seems that it isn't yet possible to set national spells as researchable, only as "available from the start" like in DomII.
|
Um, I thought that we can set national summons for various paths and levels. So basically all national summons will be available from start? Example if we want to add low level summons for the Lizardmen race like draconian troops, and high level summons like dragons, all of them will be available from start?
*Edit*
Nevermind, I've seen your reply in the modders wishlist. Hopefully this will be possible also when the game will be patched. 
__________________
Dominions 3. Wallpapers & Logos
-------
"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
|

October 3rd, 2006, 07:12 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Hebrew derived position suggestions
Quote:
DominionsFan said:
Quote:
Endoperez said:
Also, it seems that it isn't yet possible to set national spells as researchable, only as "available from the start" like in DomII.
|
Um, I thought that we can set national summons for various paths and levels. So basically all national summons will be available from start? Example if we want to add low level summons for the Lizardmen race like draconian troops, and high level summons like dragons, all of them will be available from start?
|
There aren't that many new modding commands. The old way of setting a spell as a national one makes uses #research to set the spell as a national spell and #school to choose the nation. I didn't notice any new commands. There are researchable national spells, so it is now possible for such a command to exist, or be added if it doesn't yet exist.
|

October 3rd, 2006, 09:42 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: Hebrew derived position suggestions
Regarding Nephilim VS. Anakim you can just search wikipedia for Nephilim
I could share what I learned about them in school, but frankly, its not very interesting and doesn't contribute much to how Anakim/Nephilim could be put into a mod.
However, I can express my opinion that I'd rather not see Nephilim or Anakim in Sar Elad, I don't really think they fit well, especially since as an Early Era nation, they shouldn't really have very strong units but rather focus more on commanders. An furthermore, just by reading the entry on wikipedia we can see that both anakim and nephilim would not be welcome in Sar Elad (I have further reasons, but again they are really boring)
EDIT: Link fixed, thanks Endoperez.
It was just that I forgot to add HTTP://, so it automatically adds the shrapnel thingey at the begining.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|

October 3rd, 2006, 10:47 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Hebrew derived position suggestions
Agrajag, that link doesn't work. Edit the link in the [ url ] tag to remove the www.shrapnelcommunity.com etc from it. Now it tried to link to a post number "en.wikipedia.org/wiki/Nephilim" in he forums. It doesn't work. 
|

October 3rd, 2006, 11:09 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Hebrew derived position suggestions
Nephilim are interesting (from Wikipedia article I found Og, who is a perfect hero, and lots of interesting things in all), but it doesn't tell of the types of units that should be available. I'll check the other mod and look through units fitting that; I think these two could be connected rival nations and share many of the common units, like Pythium and Ermor.
|

October 5th, 2006, 12:36 AM
|
 |
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Hebrew derived position suggestions
Well, I was thinking that it would be like several other civs in Dom 3 - the "Early Era" version is displaced by the Middle Era version. It works as distinct civilizations, as well.
Several early era nations have fairly powerful sacred units - Jotunheim being the most obvious example.
I'll be using the KJV names for things since I doubt most people discussing this have any Hebrew.
But, if we want two civs, we'd have -
Early Era -
Sar Elad, Age of the Judges (everybody gets Miracles so I think Judges is better.)
vs.
Nephilim
Middle Era
Sar Elad, Age of the Kings
vs.
Carthanacia, Empire of the Waves (a combination of Anakim, Phoenicia, and Carthage)
Late Era
Sar Elad, Age of the Diaspora
vs.
Carthanacia, The Salt Curse (I just made this up.) - but really you're fighting Marignon.
So, here's a draft on the specifics. I don't expect it to be game balanced, and the second era of sar-elad needs work.
Unit profiles -
Stats are 10 unless otherwise noted.
The sar-alad base profile is Mor 13, Att 11, MR 12. Giant slayers are +2 Mor, +2 Def, +4 Pre. Other elites are +1 Mor, +1 Att, +1 Str. Excellent base profiles are a selling point of this nation.
Most Carthacians have the base profile. Carthanacian elites have +2 Mor, +1 Att, +1 Str, +2 Def. Archers are -2 Mor, -1 Att, +1 Pre.
Nephilim are +2 size (and do not go up a size if mounted on a chariot, but still get other bonuses). Nephilim troops have 30 HP, a Base Protection of 5, Mor 13, MR 12 and Str 20 (this is the basic jotun profile.) Nephilim characters have 35 HP, Mor 14, MR 13 and Str 22 (elite jotun profile.) Nephilim are all immune to fire.
Anakim are +1 size. They have 20 HP, a Base Protection of 3, Mor 12, MR 11 and Str 15. As I recall, this is the basic Aesir profile from Dom 2, but I don't have units.xls handy. Anakim elites/characters have 25 HP, Mor 13, MR 12 and Str 18. Anakim are 50% fire resistant.
Salt people are -2 to all stats (additive with elite or archer profiles), but fearless. When recruited, they
Sar-alad (early era), gets -
The Torah (that's the first five books of what you rightous goy would call the Old Testament), and the early prophets (through Samuel.)
light infantry - spear, javelin, leather cuirass, shield, leather cap
medium infantry - spear, ring mail cuirass, shield, iron cap
(serpent?) chariots - elite profile. rides a chariot, has ring mail cuirass, shield, iron cap, spear and short bow.
giant slayers, who are sacred, and have magical slings (we'd need to add them as a new weapon,) leather cuirass, leather cap, dagger. Capital only.
destroyers, who are sacred, elite profile, wear ring hauberks, iron caps, carry two handed axes, and have a siege bonus.
The Maker of Offerings is FSH.
The Keeper of the Teachings is SSHH, with 100% chance of {SFAN}, and a 50% chance of {SFAN}.
The Judge is bigger than you. He's got HHHH (yes, four), SNF, with a 100% chance of {SFNx2}, a 100% chance of {SFANWH}, and a 25% chance of {SFANH}. He's a priest 4-6, with 5-7 magic levels. If you make him a prophet, he gains WW in addition to H, and gains the "sailing" ability (get it?). The Judge also has a large leadership for a spellcaster. Capital only.
You also get a Hero, who has the same sling as a giantslayer, is sacred but not a Priest, has a standard and is an elite+slinger. Capital only.
And you get a doofus commander, who is only 20 gold but oterwise identical to the ones you buy from independents.
(Nephilim)
light infantry and medium infantry armed as sar-alad.
archers with leather hauberks and shortbows (archer profile.)
Nephilim are giants. There is evidence that, folklorically speaking, the Nephilim and/or Anakim are related to norse fire giants (by way of a common Sumerian origin), so hey, they're from Muspleheim too. They are armed with Jotun Spears, Javelins, Bronze Hauberk, Bronze Helm, Shield. They're sacred.
You get commanders - elite profile, armed as nephilim but with regular spears.
You get witches, who are sacred and have a 100% chance of {NB}, a 25% chance of {B}, and a 25% chance of {WEN}.
Witch mothers are BB, with two 100% chances of {WEN} and a 10% chance of {WEN}. They're cheap for what you get, and sacred.
The royal guard are nephilim on chariots. Substitute a Jotun Bow for the Javelin. Capital only, Sacred.
Nephilim princes are HH, BBBN, with three 100% chances of {EFNB}. They have the giant hero statline, and ride chariots (armed as above). Capital only, Sacred.
(Sar-elad, middle period)
This period needs work.
This is the period from Solomon (1 Kings 3 through and on) through the Diaspora.
Retain the giant-slayers and heroes, lose the destroyers. Lose the judges, keep the lesser spellcasters.
Your infantry gets more modern equipment - Iron Caps, Ring Mail Cuirass (Light) and Chain Mail Hauberk (Medium.)
Hammers have the elite profile, carry Long Sword, Kite Shield, Full Ring Mail, Half Helmet, are mounted (presumably on giant lizards), stealthy (at +5) with wasteland and mountain survival.
The Hammer commander gets the elite bonuses twice, same equipment and special abilities. He's HH.
(Carthanacia, Middle)
The blood of the nephilim runs thin, but you claim to be the true descendents of the high culture of Arcoscephale. You are extra decadent but very learned.
Your get peltasts and cardaces just like Arcoscephale. In addition, you have crossbowmen, but they wear leather armor (archer profile.)
You lose all the nephilim, you get anakim instead.
Anakim are still sacred. Anakim wear full chain mail, half helms, carry shields and jotun swords.
Anakim princes are capital only, and also get BBHH, and two 100% chances of {FWSB}.
You retain witches, but they trade earth for astral, and the witch queen loses one of the 100% picks. Your witches now all have bonuses to research, sieges and castle defense, thanks to their acquisition of arcoscephalian learning.
(sar-elad, late age)
Rabbis, kabalists, no sacred troops except the hammers, which are now capital only. I'll edit this one in later if people want it.
(Carthanacia, late age)
Carthanacia has been cursed by Ermor, salt has been tilled into the soil and the people turned sub-human.
Their land is brackish and they are born stunted and mutated, covered with blisters with wrinkly, damp, grey skin. They are sickly and weak, and broken in the mind, making them effectiveless mindless (and fearless). On the plus side, provinces under your control are immune to the various nasty dominions (Ermor, R'lyeh).
The blood of the nephilim is washed out entirely, but your witches still remember some of the magic they were taught.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|