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

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  #1  
Old April 17th, 2008, 10:15 AM

Aezeal Aezeal is offline
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Default Re: magic modding question

Well basicly I'd want the dwarves not to have acces to the regular spells of earth too...

I'd just want some summonings and forging.

The thing I'd REALLY like is to have recruitables and somehow upgrade their weapons when somesort of research has been completed. (to compensate for later game battlefield wide spells.)

This could be done by making them summons most easily.. but dwarves don't get summoned they should just get trained like others.

I know what sombre and saulot mean, but I don't think a non-magic nation would per definition not work in dominions.. but with current modding it just seems not possible
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #2  
Old April 17th, 2008, 03:23 PM

Aezeal Aezeal is offline
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Default Re: magic modding question

can pretenders have holy magic?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #3  
Old April 17th, 2008, 03:48 PM

Edratman2 Edratman2 is offline
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Default Re: magic modding question

I have been able to put holy magic on pretenders using map mods. Never tried it making a sacred pretender that would be chosen in startup menu.
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  #4  
Old April 17th, 2008, 04:16 PM

Sombre Sombre is offline
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Default Re: magic modding question

Yeah pretenders can have holy magic.
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  #5  
Old April 17th, 2008, 05:26 PM

Aezeal Aezeal is offline
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Default Re: magic modding question

so if I can produce a reason to FORCE pplz to chose my pretenders (the only earth/holy pretenders) then I can basicly force them not to have anyother magic path available to start with

but wait did someone say you can creat researchable holy spells?

So I could make a pretender w/o magic, create a bunch of holy spells too and let those have the effects I want?

so then
- no labs for my race?
- no magic

arg dammit
it would mean no forging too unless I create a whole bunch of holy forgable items (ehm is that possible?).. which would still require research in construction.. (which is no problem I realize now)

PS I realize a race like this wouldn't have many different strats (even less options than LA ermor).. but still could be fun.. if you like dwarves

So I could make a pretender with high holy magic
I could create new holy spells to do damage or buff
the race could forge "holy" items
.. but can you make holy summons?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #6  
Old April 17th, 2008, 05:46 PM
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Endoperez Endoperez is offline
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Default Re: magic modding question

It seems I wrote my post too tired. When I wrote "there are no holy spells", I of course meant "there are no holy GEMS". You can't make holy items, and holy can only be the secondary path of any spell that takes even one gem.
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  #7  
Old April 17th, 2008, 05:56 PM

Aezeal Aezeal is offline
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Default Re: magic modding question

well then they would get no spells which cost gems.. not a problem earthquake holy and w/o gems.. dwarfs wouldn't mind I think.

Well maybe earth magic isn't such a problem for dwarves, I can see earth magic as rune magic in a way. being able to get some indies through labs isn't that much of a deal either really, you could hire mages in "reality" too.

On my research I've not been thinkin straight either since the spell could be placed within any research group so to get them you'd still need to research different paths.. (though the gains would not be that great with only earth available)

I'd still make the pretender holy/earth only and not really able to get other paths AND I'd need something vital that needs the combo of HIGH earth/HIGH holy (5/5 at least) to force the players not to use other pretenders..

a unique summon would do the trick.. if I can find a reason why that would be used --> I could force pplz to use an IMMOBILE pretender some "holy rune of divine dwarven power" which could produce a unit/turn --> a SC which would be used a bit like a regular pretender.. or would that create the same unit turn after turn so you can't use it (instead of only summoning it when it's dead again)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
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