.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 May 26th, 2008, 11:58 AM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Blast from the Past, Return of the Underkings

lol + 10 protection.. that would be nice especially since I guess they already have some armour.. why not sacred with earthbless 9 too

Thematically I can imagine the battle ragers needing a lot of room for all kinds of battle raging maneuvres
__________________
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
  #2  
Old May 26th, 2008, 01:22 PM
trentzero's Avatar

trentzero trentzero is offline
Private
 
Join Date: Dec 2006
Posts: 19
Thanks: 20
Thanked 1 Time in 1 Post
trentzero is on a distinguished road
Default Re: Blast from the Past, Return of the Underkings

Yes, they don't need no stinkin' armor either! Woad is enough for them (prot 6). That and booze, lotsa booze... drunken dwarf-fu maybe? I can imagine them whistling "Happy Woodcutter" as they charge into the enemy ranks, spittle and axe a flying...
Reply With Quote
  #3  
Old May 26th, 2008, 03:16 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Blast from the Past, Return of the Underkings

battle ragers use the most heavy of heavy armour, with points everywhere, read the Salvatore stories about them battlehammer battleragers

They should get a damageshield (1)
__________________
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
  #4  
Old May 27th, 2008, 01:47 AM
Saulot's Avatar

Saulot Saulot is offline
Sergeant
 
Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
Saulot is on a distinguished road
Default Re: Blast from the Past, Return of the Underkings

"- Loremaster has new magic path cost 40 . Is it intentional ? Considering is other stats, I would rather take a great enchantress. It is thematic for dwarves not to have too diverse magic, but I thing you could give him another path. Or two, and raise path cost to 50-60."

Hm, well I suppose he could have death, but I'd very much prefer if the dwarves weren't running around with skeletons in tow, or a death bless.

If he had a lower pathcost, it may be overpowered.

Suggestions are quite welcome, I'm not quite satisfied with the Loremaster, as my original idea for him was unable to be worked out in game, and tuning him down to a plain sage pretender is kind of boring.

"- At the beginning of line 4 of Mimir's backgroung "the them" seems a bit too much. "

Fixed.

"Woo hoo! Thanks Saulot! Wow, there is a lot of work here!"

Thanks.

"The thrown hammers from Dwarven Throwing Axe are visually enormous (like, two meters long) for some reason. Their range should probably be Strength rather than straight 12."

That's the size of the sprite animation. Nothing I can do about that. As for range being strength, I'd prefer that myself but that's not moddable.

"Dwarves should probably use a better Axe than the standard Axe - there's no reason to prefer the Axe dwarf to the hammer dwarf, and the only cost difference is 1 resource point, for +1 attack. "

Hm, yes I suppose they are too similar, so I have several options here. I can give a dwarven axe a +1 to hit, (which makes it identical to a hammer, so that wouldn't work), I can give a dwarven axe a +1 to damage, which would probably make it still inferior to the hammer 4 times out 5, and not really be worth it, since then I'd have to round out dwarven hatchets and battleaxes as well, and that seems like much ado about nothing.

The other alternative, is to get rid of the hammer dwarf warrior altogether, which I have considered earlier, but left it in there for the same reason they're there in Ulm, for flavor.

Suggestions welcome.

As for Battleragers, I think trentzero has the right idea.

I gave this unit a LOT of thought and consideration. There were several ways I could have went about it, as they needed to be special and different.

I thought about making them bigger and giving them trample (not terribly original). I thought about giving them a ton of armor, however, there are plenty of walking tin-cans available, and another one would hardly have been special. Furthermore, with dominions encumbrance rules, they would be slow as a plumber going for his tools. I don't think I need to mention balance as yet another reason.

Then I examined the onebattlespells that could somewhat make them rage. Obviously, rage was the first choice, but I'm pretty sure that wouldn't work, and even if it did, nobody would want to buy them. Self quickness seems to do the trick. They run around like crazy and chop things up. The strong berserk ability takes care of their boosted defence soon enough, to around 0, but gives them the ability to survive blows that would lay another being low. Despite their unusually good abilities, the lack of a body slot should keep them out of the abusive thug range.

All in all, I think it's a fine approximation of Battleragers and that they're a highlight of the mod. I'm quite pleased with them.
Reply With Quote
  #5  
Old June 5th, 2008, 01:20 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Blast from the Past, Return of the Underkings

Quote:
Aezeal said:
lol + 10 protection.. that would be nice especially since I guess they already have some armour.. why not sacred with earthbless 9 too

Thematically I can imagine the battle ragers needing a lot of room for all kinds of battle raging maneuvres
Ouch, +10 berserk means +10 encumbrance, which means armor isn't going to do a lot to help them survive the battle. They *will* go out in a blaze of glory.

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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 09:53 AM.


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