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May 29th, 2008, 05:47 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Nation without recruitables
I think ti would be very easy. If you read the modding PDF it should be clear
create a new nation (see manual)
clear the nation (see manual)
and then I think you'd alread have a nation without recruitables
then you could add some starting troops or just do it with a pretender.
I think it's a waste of your time trying to play it though, you won't get far without recruitable mages, certainly not if you don't have blessed troops
Here, try this
I used one of my mods and removed everything that made it a nation. I'm not gonna even try it myself if it doesn't work you'll have to adjust it yourself
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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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May 29th, 2008, 06:16 PM
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General
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Join Date: Apr 2005
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Re: Nation without recruitables
Well it's certainly a challenge. Wouldn't try it in MP.
But against the AI? Maybe.
Strong, awake SC pretender, not reliant on buffs or items, can start taking indies with ease. Might as well start without gem income too, just to add fun.
Site search as you go, it'll slow down expansion, but finding that first indy mage site is crucial. Or better yet, just hope for nearby tribal mages or lizards. Start building indy troops everywhere you conquer and a fort on decent indies as soon as possible. It's all about the pretender design, though. You really want as close as you can get to an awake rainbow SC.
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May 29th, 2008, 06:33 PM
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Private
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Join Date: Feb 2008
Location: Finland
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Re: Nation without recruitables
You would need to have one starting priest to get the possibly recruitable shamans.
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May 29th, 2008, 06:34 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Nation without recruitables
I made the dm file.. no start sites, no recruits...
not hoping for lizards I'd say since they'll curse your only troop (pretender).
I still think it's a waste of time though, you won't even survive against AI... once you have some provinces a huge army with mages who might have actually some spells researched (as opposed to whatever you have)
I think going rainbow is useless too, better high dom and a few magics you can use early on.. an immortal pretender might be the best option for your chassis though.
__________________
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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May 29th, 2008, 06:36 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Nation without recruitables
You can get a starting priest by prophetizing some random indy.
-Max
P.S. I wouldn't try this in SP, not so much because I think it would be difficult (although it would be) as because I think it would be bland. But then, I identify more with the nation than the pretender anyway, and almost never use pretender SCs. YMMV.
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 29th, 2008, 06:54 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Nation without recruitables
I'd like to add that if you like a challange you could try my gangwars mod 
__________________
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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May 29th, 2008, 07:48 PM
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General
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Join Date: Apr 2005
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Re: Nation without recruitables
But which immortals are tough enough to solo provinces without only level 0 magic? I don't think having the pretender research 2-3 levels of magic on his own before attacking is a good plan.
A tough SC, with enough magic to bootstrap a couple of paths, find some sites for income, and forge a few boosters for the common indy mages. 2D2E2S2N maybe. Not sure what chassis. Dom9 or 10 though.
And mercs, mercs'll save you.
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May 29th, 2008, 07:53 PM
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Major
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Join Date: Dec 2006
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Re: Nation without recruitables
Ghost King is probably the best chassis for soloing indies along with rainbowing out a bit...he needs an air pick or two for air shield to do alright naked, but he can solo average morale melee units fairly well even without buffs and gear.
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May 31st, 2008, 09:04 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Nation without recruitables
Just got back from travel and catched up the thread...
Aezeal> tried your file and when i try to select a nation to play it came back with an error message: "myloadmalloc: ./mods/./Nomads and genies/EA_djiniibad_icon.tga" (im doing something wrong?)
I like the idea of some "generic" indys in the starting province... it would give a better feel for what i´m trying to do....
On an side note: would be too hard to do this in dominions 2? I ask because i only play dom3 in my main machine, as my notebook only can handle dom2...
I´ll reread the pdfs and see what i can do...
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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May 31st, 2008, 09:27 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Nation without recruitables
ow lol the icon file is still there.. delete that line I'd say 
__________________
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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