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

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Old June 17th, 2008, 10:36 AM
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Edratman Edratman is offline
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Default Re: Monster SCENARIO Project

The way I was thinking to have a single game progress through the ages was to run 30 turns or so EA. The game stops at that point, someone with a lot of time and patience edits the map to reflect the changes from the EA phase and the MA game starts a new game on the edited map. The sequence repeats on the MA to LA transition. This is manageable within the editing parameters as they exist now.

The game would probably have to limit itself to the nations that do segue through the ages, although things like EA Helheim and Vanheim could both be assigned a Vanheim MA nation.

Excluding the time it would take to do the map edit, the largest hurdle is figuring out how to do the troop/ commander transitions from era to era.

Gandalf, I also am surprised that no one has played a MP game with everyone playing the same nation. Someone has made a map where all provinces are hexagons. That would level the field a bit more. The only chance factor would be sites and province type distribution. A game like this would definately provide maximum bragging rights for the winner.
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Old June 17th, 2008, 10:53 AM
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Default Re: Monster SCENARIO Project

There are maps which take care of the province type problem. And Im not sure if anyone has but it would be possible to also take care of the magic sites distribution. Also population density, types of independents, etc etc. About the only thing left random would be the events which could be set at low for the game if that doesnt factor into some peoples pretender builds (like it does with many of mine).

And as I understand it, the mod would be very doable. But apparently boring. Instead of creating anything, you would just be trying to use mod commands to duplicate each nation into a mod.

I feel such mods would serve the community strongly. Not only for the strategists to fight out "my Ulm is better than your Ulm". But as starting points for new modders for example. It would certainly help me to see how mod commands would create a nation I already know pretty well from playing it. How is each ability granted by mod commands. Then I would SEE exactly where to try small changes such as national spell or the armor of a particular unit.

I can also see some fun scenario games such as "the Brothers Ulm take on the World". Or "The 7 Kingdoms of Ulm. The Ulm Pretender was on the road toward becoming The One. He had 7 sons when he was finally killed in a stupid arena combat."
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