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

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  #11  
Old January 21st, 2009, 09:09 PM

Aezeal Aezeal is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

Couldn't wait to check it out so put my old vid casrd in the old comp so I have a working system again..
hmmm can't fit it in really... I'll steal the idea though and do something with a special jedi indie in the future.. a nation would be nice with all sort of H/S and H/D force powers. Your idea is nice to but really doesn't fit how I imagine jedi's and force powers in dominions 3.

GL with the mod though, the idea is great but I'd advise some spell modding too and maybe more units of some sort.. or as I mentioned combine the best idea's into one nation.
__________________
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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  #12  
Old January 22nd, 2009, 01:39 AM

Dragar Dragar is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

A force nation would be kinda cool for the Dom3000 mod.. I agree, have it balanced with both jedi and sith, combination magic/holy spells as per ulmish smiths, probably using astral and death respectively. Storm troopers with blaster, wookies for melee, x-wins/tie-fighters for ships and your force users as commanders. What's not to like? bring in movie characters as heroes, pretenders as per this mod and its all there.

I guess the main issue would be how to separate the way it plays from Space Ulm. Probably in the commander emphasis, they should be designed to be very capable thugs, probably by having the force spells as powerful self-buffs. Also awe/fear/life drain/soul vortex could be very thematic starting abilities for the more powerful units
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  #13  
Old January 22nd, 2009, 05:25 AM

Aezeal Aezeal is offline
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Default Re: New Mod: Star Wars- Jedi vs Sith

Good points Dragar.. making it different from current nations (Ulm = focussed on troops, dragons = thuggish commanders and fewer powerfull units) will be hard, but then again in some respects most vanilla nations resemble eachother too.
The problem will mostly be wether to make the force powers researchable or have the start with all as holy spells.
I though too abou holy astral and holy death but a problem for differentiation is that those are a few of the most used classes of magic already (after earth). The powers you suggest are also all used by the dragons (well ALL powers are used by the dragons so hard to avoid).

I found the sprites in this mod not great (Sombre/Amos stuff) but of acceptable quality (not worse than what I'm currently using) and since I don't care about graphics much that wouldn't be much of a problem but they do not resemble jedi's clearly enough to me. If I can get sprites I'll think about this some more. There still is the problem that except from a great number of heroes I'm having trouble filling the unit line. Stormtroopers, Wookies, droids could all be in there.. but the sprites :S
__________________
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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