|
|
|
|
March 1st, 2008, 09:05 PM
|
BANNED USER
|
|
Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
Thanked 59 Times in 36 Posts
|
|
Master of Monsters mod
I was a fan of the sega genesis cult classic Master of Monsters. I've had an idea bouncing around in my head for sometime of doing a MoM mod for Dom3.
basic qualities of the mod are:
1. no nations to speak of, each player is differentiated only by their pretender.
2. no recruited troops. all troops are summons.
3. a large variety of summoned troops. what troops you have access to is determined by your pretender design.
4. no indies.
5. 'tower' provinces spread around that provide gem income.
6. hex maps, of course.
issues are:
1. scales? just meaningless? leave them out? maybe each pretender has some effects based on scales, making them a factor in the game.
2. commanders? all troops are commanders? or every summon comes with a commander? or commanders and troops are summoned seperately (not a good idea, i think).
3. non-summons magic? research? commanders casting rituals? these things don't fit directly with the original MoM, but I think could be incorporated. The only thing is that commanders shouldn't (I think) be able to summon more troops.
4. province population? also not a fit with original.
5. dominion? no obvious counterpart, but again I think it could be made part of 'MoM Dom3 style'.
What do ya'll think?
|
March 1st, 2008, 09:23 PM
|
Corporal
|
|
Join Date: May 2007
Location: Sydney, NSW
Posts: 173
Thanks: 9
Thanked 0 Times in 0 Posts
|
|
Re: Master of Monsters mod
Sounds.. unique and incredibly fun. I'd be glad to play something like this, and the replayability value would be huge. As far as the scales go, I'd suggest the pretender-scale effects, however I'm not sure how do-able that is.
|
March 3rd, 2008, 08:34 AM
|
|
Private
|
|
Join Date: Feb 2008
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Master of Monsters mod
Sounds like it would be pretty involved to mod, but it could be really fun.
|
March 3rd, 2008, 08:51 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Master of Monsters mod
You could just make a map with zero populations and magic sites, make a few mod nations with no recruitables, and you'd be good to go. Use the summons etc from vanilla Dominions, I think they would work fine.
You would have to think what to do about research. You could have each nation start with some awesome researcher in place of a scout (research 40 or something), and then that researcher alone would allow you to gradually access more summons.
|
March 3rd, 2008, 04:16 PM
|
Private
|
|
Join Date: Oct 2007
Posts: 12
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Master of Monsters mod
This sounds like it would be amazing.
For research: you could give everyone a stationary pretender and have it domsummon researchers at a fixed rate. That way, you have a constantly increasing research rate that was independent of your empire size, and you could control how quickly people get access to higher level summons.
|
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
|
|
|
|
|