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

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old April 28th, 2008, 07:42 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Siege weapons

Siege weapons are best abstracted imo, but anti personnel war machines can actually work rather well in dom3.
Reply With Quote
  #2  
Old April 29th, 2008, 04:50 AM

kasnavada kasnavada is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Toulouse, France
Posts: 579
Thanks: 2
Thanked 12 Times in 6 Posts
kasnavada is on a distinguished road
Default Re: Siege weapons

Hum, and about that "toring down the wall"...

Why is there always a only tiny opening in the wall ? I'd sure love to have more that one invading point and / or being able to break some other part of the wall.
__________________
Often I must speak other than I think. That is called diplomacy.
* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
Reply With Quote
  #3  
Old April 29th, 2008, 05:24 AM

Renojustin Renojustin is offline
First Lieutenant
 
Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
Renojustin is on a distinguished road
Default Re: Siege weapons

And why does it happen that sometimes a fort will have no tower weapons? Is this just related to the type of fort you build? Do any forts have tower weapons except for home provinces?
__________________
Sauromatia: Lawful Evil
Reply With Quote
  #4  
Old April 29th, 2008, 05:43 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Siege weapons

That was covered in the 'problem of fort types' thread.
Reply With Quote
  #5  
Old April 30th, 2008, 05:45 AM
cupido2's Avatar

cupido2 cupido2 is offline
Second Lieutenant
 
Join Date: Jan 2007
Location: On the belly of that girl
Posts: 420
Thanks: 6
Thanked 5 Times in 4 Posts
cupido2 is on a distinguished road
Default Re: Siege weapons

O.k. thanks for the answers. Perhaps "siege weapons" was a bit misleading, I meant war machines on the battlefield that could be thematic like Scorpions and ballistas that could easily be implementent for nations like Phytium, MA Ermor or the like. E.g. Ballistas could be treated as giant crossbows that fire once every 3 turns.
Was just wondering though.
Reply With Quote
  #6  
Old April 30th, 2008, 05:55 AM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: Siege weapons

That is really a thing that we can add to Conceptual Content Mod. Size 4-6 is enough for normal war machines. Nothing fancy like huge neurobalistas.




You can add many things to that, including AoE fire, poison, decay...

Greek artillery
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #7  
Old April 30th, 2008, 06:23 AM

Karlem Karlem is offline
Corporal
 
Join Date: Jan 2008
Posts: 163
Thanks: 0
Thanked 1 Time in 1 Post
Karlem is on a distinguished road
Default Re: Siege weapons

What about a unit like Hydras with Secondshapes (and thirds...) based on the number of operators left. First operators are killed afterwards engine is damaged. If no Operator is left unit has no defense/attack/movement, only HP and being inanimated (destroyed if no commander left on battlefield) and each operator killed (each different shape) has different attack/defence damage based on the reduced efectiveness.

We can add also the "only repair in lab" tag because operator have to be trained.

Size problem shouldn't be so big, size 6 is huge (dragons) a siege machine much bigger than a big dragon? Possible but not mandatory. (We can asume that engineering needed to build those is uknown yet). Mobility is a problem, just give them movement one and high resources to imply use of horses, poles and such to move them.
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 11:53 AM.


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