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September 3rd, 2006, 04:34 PM
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Re: Silent Seas AAR
Quote:
Nerfix said:
Quote:
Endoperez said:There are nations that have only one or two national spells such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.
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How come you know so much?
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He was in the beta 
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September 3rd, 2006, 04:36 PM
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Re: Silent Seas AAR
Then I should bugger him to show us screenies.
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September 3rd, 2006, 05:24 PM
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Re: Silent Seas AAR
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September 3rd, 2006, 05:25 PM
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Re: Silent Seas AAR
Quote:
Endoperez said:
Quote:
Nerfix said:
Well duh, of course nations can't cross-summon spells but I'm interested if all around 60 nations have nationa spell.
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Actually, I worded that a bit poorly. The naga-summoning spell can be researched, but Kailasa mightn't have any mages capable of summoning them.
There are nations that have only one or two national spells, such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.
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Ouch! This is bad news for modders. I thought that all races will have at least 5 national summons. AFAIK you cannot add new national spells, only edit the existing spells. 1-2 national spells isnt enough for a good race specific mod [total conversion mods]. Ah well maybe IW can help us in this, and later on we will be able to add new national summons when we want.
*Edit*
I've found the old topic, where I asked Kris about this:
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
PS. Sorry for going OT.
/on
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Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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September 3rd, 2006, 06:34 PM
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Re: Silent Seas AAR
Turn 37
My researching yogis have started to discover some quite powerful battlefield magical attacks. I think it is enough for now, and so I am tasking them on discovering more about the creation of magical items. However, I am also aware that there are other more powerful beings in the celestial sphere which would heed my call if only I knew the rituals required, so eventually I want my team to get back to researching this.
Some of my people found a magical whip and brought it to my capital. I think I will give it to Devasura - he certainly has enough hands to wield another weapon.
I recruited a scout (Farol) to sneak into the Caelian capital and see what forces they have inside. If they are weak enough I will attempt an assault. Hell, truth is I will assault them either way - I am sick of waiting for their fickle citizens to decide what they want to do. I am sending Asamati, Ahana, and Candragomin up north with a bunch of troops to help Devasura and Boreda with the assault. Once Caelum is finally gone I will be able to turn my undivided attention to other opponents.
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September 4th, 2006, 02:27 AM
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Re: Silent Seas AAR
Turn 38
Everything is in preparation for an assault on Caelum's city. The last of my troops should arrive there this turn. My brave scout, Farol, is going in this turn, to see what kind of defences they have. I had hoped to avoid an assault on the city itself - hoped they would surrender, but I guess it's not going to happen.
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September 4th, 2006, 04:09 AM
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Re: Silent Seas AAR
Quote:
st.patrik said:actually Kailasa can't summon nagas, but Late Era apes can summon Yakshas.
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Well, here's what I get for not testing it through. Both Patala, LA version of the monkey people, and Bandar Log, MA version are able to call members of both yaksha and naga races, which is very reasonable, but EA can only call the yakshas. Very fitting.
Quote:
DominionsFAN said:
Ouch! This is bad news for modders. I thought that all races will have at least 5 national summons. AFAIK you cannot add new national spells, only edit the existing spells. 1-2 national spells isnt enough for a good race specific mod [total conversion mods]. Ah well maybe IW can help us in this, and later on we will be able to add new national summons when we want.
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You can use national summons of other ages. Late Age Ermor won't be used in Early Age game any way. Spells could be changed to be national even in DomII, but because all spells were already in use, it was rarely done. Also, because it is now possible to make magic site which allow the recruitment of special units and/or commanders, spells aren't needed as much as before. Let's try to avoid any more OT, though. This is a great AAR, let's not disturb it.
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September 4th, 2006, 09:11 AM
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Re: Silent Seas AAR
Quote:
Endoperez said:
You can use national summons of other ages. Late Age Ermor won't be used in Early Age game any way. Spells could be changed to be national even in DomII, but because all spells were already in use, it was rarely done. Also, because it is now possible to make magic site which allow the recruitment of special units and/or commanders, spells aren't needed as much as before. Let's try to avoid any more OT, though. This is a great AAR, let's not disturb it.
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Ah! Awesome. So it was even possible in Doms 2...thanks for the info Endoperez.
PS. Sorry for going OT.
/on
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Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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September 4th, 2006, 10:30 AM
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Re: Silent Seas AAR
So, the end of Caelum draws near.
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September 4th, 2006, 10:44 AM
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Re: Silent Seas AAR
Turn 39
It's going to be a tough fight. In addition to their pretender (an oracle), Caelum has multiple Eagle Kings and other mages. Not many actual troops - some spring hawks, some temple guards, but a lot of tough mages.
I am sending in Devasura, Candragomin, Asamati, Ananda, and Brahmakunda. Devasura will bless everyone, Candragomin and Asamati will call meteors from the sky, Ananda will shower the enemy with a magical blade wind. Brahmakunda will stay at the back and after a few turns fly to the rear to cause trouble.
The army that will accompany them will consist first of the Guhyakas I accidentally recruited awhile ago. They will charge right in and thus try to keep the bottleneck somewhat open. After them will come 24 Gandharvas, who will advance after a couple of turns. Finally, far in the rear I have 35 Yavanas, with orders to hold and then attack where the need is greatest. In addition to these I have 20 armoured Bandar on bodyguard duty for the mages.
I'm not sure how this will go. I am particularly worried about the arrows from the defensive towers, since both my Yavanas and my Yakshas are vulnerable to missile fire. But such is war.
T'ien Ch'i and Vanheim are quiet right now. The only other upset is that a group of knights attacked one of my provinces and took it over. But this can wait. There are more important things afoot.
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