.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

Reply
 
Thread Tools Display Modes
  #21  
Old February 10th, 2006, 06:23 PM

shovah shovah is offline
Colonel
 
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
shovah is on a distinguished road
Default Re: New Mod: Halls of the Underkings

daynarr i love you! halls of the underkings is now officially up and running
Reply With Quote
  #22  
Old February 10th, 2006, 06:57 PM
Daynarr's Avatar

Daynarr Daynarr is offline
Lieutenant General
 
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
Daynarr is on a distinguished road
Default Re: New Mod: Halls of the Underkings

Glad to be of assistance.
Still have no idea why you had problems in the first place, though.
Reply With Quote
  #23  
Old February 10th, 2006, 07:05 PM

shovah shovah is offline
Colonel
 
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
shovah is on a distinguished road
Default Re: New Mod: Halls of the Underkings

yea, same here. and would just like to congradulate zepath on a great mod, it seems like what ulm wants to be when it grows up (and i love me fire bola, boots of strength and gurdle of might under kings with massed hurlers and ballistaes) and i cant seem to find anything explotable unlike alot of other mods ive tried (which spoils it imo)

edit: one comment would be berserk +10 on woad raiders seems a little high, while its fun and makes them easy to kill it slaughters jotuns (even neifel jotuns, which ive just tested)

ps: daynarr, do you want to attach the other mods in their respective threads to one of your posts?
Reply With Quote
  #24  
Old March 5th, 2006, 06:00 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: New Mod: Halls of the Underkings

Impressive mod. I like it a lot (didn't have time to play much).

Dom2 mods will be almost compatible with dom3. You will probably need to change some stuff to make them work, but basically it will be the same.
__________________
www.illwinter.com
Reply With Quote
  #25  
Old March 6th, 2006, 03:26 PM

shovah shovah is offline
Colonel
 
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
shovah is on a distinguished road
Default Re: New Mod: Halls of the Underkings

maybe stuff like changiong unit numbers ect? and i agree its a good mod (and any guys that survive their first hit and get that +10 berserk... priceless)
Reply With Quote
  #26  
Old March 6th, 2006, 06:48 PM
Morkilus's Avatar

Morkilus Morkilus is offline
Major
 
Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
Morkilus is on a distinguished road
Default Re: New Mod: Halls of the Underkings

I especially like the paladins... with an E9 blessing from the Stone King, a half-dozen of them make great indie-chompers (27 prot with Legion of Steel). I even tried a game against Ermor (the AI picked Ashen Empire, of course) and 18 or so could hold their own against a couple hundred undead. If I had not picked Drain3 I might have been able to get some relief and regen casters, but of course I eventually got swamped. They might be a little underpriced

I appreciate all the effort that must have gone into this; I like having lots of options for troops.
Reply With Quote
  #27  
Old March 6th, 2006, 07:27 PM

shovah shovah is offline
Colonel
 
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
shovah is on a distinguished road
Default Re: New Mod: Halls of the Underkings

i took drain too, and my research was, well, appaling. i also find the axe throwers backed by balistaes to be useful (and the higher end commanders can make ok thugs)
Reply With Quote
  #28  
Old March 12th, 2006, 10:30 PM
OG_Gleep's Avatar

OG_Gleep OG_Gleep is offline
Second Lieutenant
 
Join Date: Jan 2004
Posts: 590
Thanks: 0
Thanked 0 Times in 0 Posts
OG_Gleep is on a distinguished road
Default Re: New Mod: Halls of the Underkings

I would also love to see Warhammer and Song of Ice and Fire nations in Dominions. There is already a elves mod made, Forest of Lorean, I have yet to play.

Others that would translate well:
Bretonnians - Nation of Knights and cheap men at arms/bowmen
Orcs and Gobbos: Boar Boys, Shammans, Big Uns all would work well.
Skaven - Cheap fragile hard with some elites mixed in
Chaos - All three would be perfect, but I'd love to see Hordes of Chaos. Powerful expensive mages, Top Tier infantry and Knights, great thugs in chaos lords/champions, cheap light infantry and calvary.

And of course with every warhammer race, comes supplied with their own heros.

I have Army builder, and the Codex for Empire and Chaos (the last 2 editions) if you need any help with stats and thematics.

Basically any nation that doesn't rely on seige weapons would work well.

For the Song of Ice and Fire, I don't know how you would best do it. Magic doesn't play a large role, so having multiple houses without magic wouldn't be good. That would have to be thought out pretty well.

Overall though, if you haven't read the books, I would strongly strongly recommend them. I enjoy sci-fi as well, but this is truely one of the best novels I have read. Its the story more then the setting that sets it apart. Martin spins a tale that takes you on a roller coaster ride. It definatley doesn't follow the same blueprint of traditional tales. He really deserves all the accolades this series has recieved.
Reply With Quote
  #29  
Old March 13th, 2006, 02:11 PM

shovah shovah is offline
Colonel
 
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
shovah is on a distinguished road
Default Re: New Mod: Halls of the Underkings

just a note on the warhammer concept: skaven rely quite a bit on seige weaponry (well warp weaponry technically) and you forgot a few races:

ogres - tough, fast infantry with gobbo support

dwarves - we have this mod (though its missing an anvil of doom)

tomb kings - free undead spawns and recruitable chariots and skeletal bowmen

vampire counts - vampires and necromancers for leaders (aswell as the occasional wight lord) with banshees and graveguards as elites and zombies, skeletons, ghouls, wolves, and bats

dark, high and wood elves im not too sure about
Reply With Quote
  #30  
Old March 14th, 2006, 04:46 PM
OG_Gleep's Avatar

OG_Gleep OG_Gleep is offline
Second Lieutenant
 
Join Date: Jan 2004
Posts: 590
Thanks: 0
Thanked 0 Times in 0 Posts
OG_Gleep is on a distinguished road
Default Re: New Mod: Halls of the Underkings

Someone already mentioned VCs, so I figured the undead were covered.

Dwarves rely on siege more then skaven do. I have seen multiple skaven armies with just hordes of troops.

Every army has a seige weapon now, but most armies don't need them. High Elves would probably make the best transition to the dominions game. They have great wizards, elite calvary, archers, and solid infantry.

Priests would have to be conjured out of warhammer lore. Every race in warhammer believes in gods, but not every army has a Priest in the army list.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:28 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.