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November 26th, 2006, 03:09 AM
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Re: Dungeons in Dom3
Maybe you could have void-gate dungeons where you went in and came out with (or as) a new creature.
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November 26th, 2006, 08:25 AM
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Corporal
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Re: Dungeons in Dom3
I found the chalice in the city of the damned.
Also my molog adventurer got teleported to an underwater province and drowned, but I think that is a bug.
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November 26th, 2006, 07:01 PM
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Re: Dungeons in Dom3
ologm, The Chalice? That's hot fire right there... Damn shame about the drowning.
I'll second NT Jedi by putting moddable dungeon sites (or greater site modding/scripting ability in general) in my letter to Santa.
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November 29th, 2006, 05:23 AM
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Re: Dungeons in Dom3
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?
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November 29th, 2006, 05:39 AM
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Re: Dungeons in Dom3
Speaking of which: I can see the scales affecting your hero's chances in a dungeon-crawl. Heat scales make your adventurer prettier and more agile, cold makes him or her tougher. Choosing more turmoil means the hero has more "thiefy" abilities and is more streetwise, more productivity means more government funding-better equipment, more support, bigger party of followers, etc. More dom means priestly abilities and maybe the occasional "miracle". Better or worse luck means the same for your intrepid explorer. More or less magic decides how much magical support (healing potions, etc) your hero starts out with, and whether your adventurer could cast a spell or two or is just a big dumb barbarian. These would all modify whichever commander you sent into the dungeon. When you click END TURN, you'd then switch over to your hero's perspective and NetHack your way through Dom3 for a week-in-the-life  At the end of the week, back to turn-based battlin'
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November 30th, 2006, 06:16 PM
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Major
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Re: Dungeons in Dom3
Quote:
HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?
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Heh heh, you'll love this, HB.
Dwarf Fortress
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December 1st, 2006, 07:25 AM
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Re: Dungeons in Dom3
oooooh!
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December 1st, 2006, 12:56 PM
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Major
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Re: Dungeons in Dom3
Oh, now you've done it, Morkilus. We'll never see HoneyBadger again.
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December 2nd, 2006, 12:54 PM
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Re: Dungeons in Dom3
Quote:
HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?
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That would be a lot like the Heros of Might and Magic series in so far as role playing elements insdie of a tactical war game.
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December 3rd, 2006, 02:22 AM
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Re: Dungeons in Dom3
Quote:
SoaviFox said:
Quote:
HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?
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That would be a lot like the Heros of Might and Magic series in so far as role playing elements insdie of a tactical war game.
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Except that if Illwinter did it, we might even have a playable game. (Ok, Might and Magic is fine. Nival is not - Heroes 5 was one of the most worthless turnbased games I've ever bought)
Actually, I had heard about this too. Isn't it mentioned in one of the dev diaries? I had thought the idea was to make a second game though.
A dungeon map could be done for Dom3 though - that might be fun. It'd probably have to have an attached mod file too, but w/e. You could do it so the starting player gets to build a group of characters and move them through a complex 'dungeon' which would actually be separate provinces with unique and interesting defenders. Too bad there aren't more map making commands, like battle orders and spells researched.
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