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

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  #1  
Old November 9th, 2009, 11:26 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

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Originally Posted by kianduatha View Post
The real thing is that you mentioned a desire to make Angmar troops less effective pound per pound than other nations
Good reminder. These orcs are a problem with that concept because they're both the heavy hitters and the front-liners, which is inherently effective. I want Angmar to have to spend more for the same effectiveness. Maybe it does make more sense to have them play the attrition game instead of just making things very expensive. The extra cost can come from upkeeping the large armies required to perform well against others, I guess.

How else can I achieve that design goal?
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Old November 12th, 2009, 06:43 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

I'm finishing up a first draft of the actual mechanics for all the units and such. I'll sketch up some basic graphics and post it up in a day or two.

For this first draft, I'll really be testing to see if the highly-expensive and non-massable but effective cap-only troops make the whole nation's military as powerful as others. If I give Angmar a very strong early game, leading into only a mediocre mid-game due to the unmassable elite troops and the massable troops that die by the hundreds, then that part will essentially be successful. I suspect that as it is, the nation is *very* front-heavy. The extra SC/thug at the beginning plus the ability to recruit a few crazy orcs from the capitol early on makes their start a real juggernaut. Their best access on mages is pretty weak (D1F1 +110% BDFW and D1W1 +100% DEFW), except for the Witch King himself, who is D4S3, fully capable of getting the high death stuff.

After I get the crappy sprites in there and post it for a first review, I'll start to consider things like national spells.

That reminds me, how many hero slots are there for a nation? At least 8?
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Old November 12th, 2009, 10:11 PM

rdonj rdonj is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Not quite. There are 6 hero slots, and 2 multihero slots. If you wanted 8 specific heroes you'd probably have to make two of them summons.
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