.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old January 15th, 2008, 06:23 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: A mod to improve troop commanders

I'd like to avoid overtly magical effects for commanders.

My preference would be to give each national leader a command aura with a fixed but large radius - this command aura would give a bonus to AP and to attack skill, generally speaking (I was going to have the Lictor boost the MR and possibly Str of undead, there are some other specialized leaders who might get other bonuses for non-standard units.)

The idea here is that this would encourage you to actually use your national commanders to lead troops into battle.

QM has suggested that this would make army-placement a six-titted fire-breathing ***** goddess (note to self: new pretender chassis), and I'll need to play with it some. A very large area (as much as 1/9 of your side of the battlefield) would still potentially provide a benefit from fielding several national commanders, and wouldn't be too much of a pain to handle with respect to placement.
__________________
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
Reply With Quote
  #2  
Old January 17th, 2008, 07:14 AM

Serenity Serenity is offline
BANNED USER
 
Join Date: Aug 2007
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
Serenity is on a distinguished road
Default Re: A mod to improve troop commanders

Six tits..

I'd make it nine and a half.
Reply With Quote
  #3  
Old January 17th, 2008, 07:59 AM

MKDELTA MKDELTA is offline
Corporal
 
Join Date: Jan 2008
Posts: 69
Thanks: 0
Thanked 0 Times in 0 Posts
MKDELTA is on a distinguished road
Default Re: A mod to improve troop commanders

Quote:
DrPraetorious said:
My preference would be to give each national leader a command aura with a fixed but large radius - this command aura would give a bonus to AP and to attack skill, generally speaking (I was going to have the Lictor boost the MR and possibly Str of undead, there are some other specialized leaders who might get other bonuses for non-standard units.)

I like the idea. Maybe the effects could be more varied though, especialy for nations that have a lot of plain commanders, like Ulm. Some could boost defence & AP instead. Some could boost precision (useful for archers). And so on.

Even better would be some kind of an ability for commanders to give these bonuses to only troops under his/her command, but that can't be done now. :/
__________________
There was a time/When people were alight/Stop this cold black machinery/Before we kill this mystery
- Leæther Strip
Reply With Quote
  #4  
Old January 17th, 2008, 11:16 AM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: A mod to improve troop commanders

There aren't that many effects available for stat boosts from spells. In particular, boosting defense and AP is not possible (you can give people outright quickness.)

If you look in the "bistmasker" spreadsheet that comes with my spell modding, guide, you can see them - that's it, that's all there are.

There are other effects to improve morale and to remove fatigue, but no other stat-boosting effects.
__________________
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
Reply With Quote
  #5  
Old January 17th, 2008, 11:20 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: A mod to improve troop commanders

There is Haste, though, which makes units move faster. I guess that's what MKDELTA wanted to do.
Reply With Quote
  #6  
Old January 18th, 2008, 04:11 AM

Lord_Neko Lord_Neko is offline
Private
 
Join Date: Dec 2007
Location: MI, USA
Posts: 13
Thanks: 0
Thanked 0 Times in 0 Posts
Lord_Neko is on a distinguished road
Default Re: A mod to improve troop commanders

Well, I'll check this out when I get a chance. Sounds like a good idea but I have always pretty much used my national commanders anyways so far...

I do like the idea of auras though.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:58 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.