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  #1  
Old November 12th, 2006, 06:46 PM

Turin Turin is offline
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Default Ideas needed for worthy heroes mod

So I have been updating my worthy heroes mod for dom 3 and I have combed through all the units and fixed most old age issues and improved some of the less interesting new heroes(ape oracle anyone?) .

But I also want to give each nation a multihero unit, i. e. one that can appear multiple times, like the master of the games, so the luck scale hero effect never really runs out.

Right now I have only added 5:

A master ninja for Jomon, generic members of the third tier for late ulm, oreiads for middle arco, eagle kings for middle caelum and yakashas/yakshinis for Patala.

The following nations really need some heros since afaik they get none, or only 1. The list is from memory, so probably incomplete:

early age:
Oceania: 0
Early Atlantis: 1
marverni: 1
kailasa: 1
ermor: 2, but one is crappy by design
agartha: 1
abysia: 1
vanheim: 1
helheim: 1
R´lyeh: 1


middle age:
oceania: 0
shinuyama: 1


late age:
atlantis: 1


Ok those are all with a really low amount of heroes, that I can remember right now. So if you have some good ideas for suitable multiheroes please let me know. If you have good ideas for single heroes I will implement those as well, even though they can´t get an unique name.

So help me bring more heroes to dom3 .
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  #2  
Old November 12th, 2006, 06:50 PM
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Nerfix Nerfix is offline
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Default Re: Ideas needed for worthy heroes mod

Early Atlantis has a hero?

EA R'lyeh: Great Polypal Mother as multihero? Or perhaps some Venerable Mindlord or somesuch.
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Old November 12th, 2006, 08:13 PM
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Default Re: Ideas needed for worthy heroes mod

An easy way of coming up with heroes is to think about the strata of society not represented in the normal recruitable commanders. If the "highest" commander available to a nation is the equivalent of a prince or a high priest, try making a "king" or an "angel" hero. You can also take normal elite units, trick them out with a sweet mount or special powers and *bam* instant hero. I also find myself thinking about movies I've seen that are related to the nation at hand and drawing heroes from the characters. Humor is also great for heroes if you can think of a fun champion.

How about some sort of mage or monster having to do with a solstice or equinox for Marverni?

Agartha could use an intelligent troglodyte knight.
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Old November 12th, 2006, 09:16 PM

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Default Re: Ideas needed for worthy heroes mod

A commendable endeavour! While you're at it, could/can you fix some inconsistencies? Like, MA Mictlan has apparently the same heroes as the other Ages, and that means they have blood magic which doesn't make sense for all of them. For the King of Legends it's probably alright since he's a relic from another time, but the eagle priest is a contemporary and thus shouldn't have blood magic. Was there a third hero? I can't remember... Indeed, how do you view the heroes of each nation in an easy way?
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Old November 13th, 2006, 07:38 AM

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Default Re: Ideas needed for worthy heroes mod

Well my way of viewing the heroes of each nations was to start a full game with luck 3 pretenders and let the game run on 1 minute quickhost for a couple hundred turns and stop and check in every 30 turns . Of course ageing means that some heroes can die while you aren´t looking, but I think I caught them all.

I then updated my heroview map to include the new heroes.

@zepath: what´s a solstice or equinox? Good idea with the trog knight and the king/angel heroes.

@ Jurri: I will probably get around to dealing with the inconsistencies, but right now I want to focus on creating heroes and not removing them .

@nerfix: I thought early atlantis gets the holy 2 priest, at least that one would make some kind of sense. How would the poly mother hero be different from the current mothers, or the pretender version? And how would a venerable mindlord be different to auuluudh?
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Old November 13th, 2006, 09:58 AM
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Default Re: Ideas needed for worthy heroes mod

Hmm, you're correct, they would be kind of dull. Maybe gigantic Giboleths or something? o.o;
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Old November 13th, 2006, 02:04 PM

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Default Re: Ideas needed for worthy heroes mod

Quote:
Turin said:
I then updated my heroview map to include the new heroes.

Please share it! I can check those inconsistencies for you, then
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Old November 13th, 2006, 07:59 PM
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Default Re: Ideas needed for worthy heroes mod

Quote:
Turin said:
So I have been updating my worthy heroes mod for dom 3 and I have combed through all the units and fixed most old age issues and improved some of the less interesting new heroes(ape oracle anyone?) .
....

So help me bring more heroes to dom3 .
I know there's a Vanheim hero which needs an improvement. His only good quality is a high beserk rating, otherwise his normal life, normal stats and low magic resistance make him virtually worthless.
Perhaps he could be given one or more of the following:
add 5 more hitpoints
add 5 more magic resistance
setup the hero as sacred
add some type of resistance
or some other feature(s)


The beserker trait is sad for a unit with such low life because the beserk trait needs either a magic item, nature mage or a strike in battle to take effect. Vanheim receives very very little nature from mages so not much luck here. The magic items to set him as already beserk either provide terrible protection or will turn him to a werewolf thus losing his beserk trait or one unique which is unlikely to be obtained in multiplayer and getting struck in battle can mean death or battle afflictions.

Anytime this hero shows up I would gladly trade him for 100 gold... so please improve him.
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Old November 13th, 2006, 11:50 PM
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Default Re: Ideas needed for worthy heroes mod

Thanks for doing this, it was my favorite mod from DomII!

Is there an easy way to make a mod that gives each nation a hero to start the game with?
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Old November 14th, 2006, 08:31 AM

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Default Re: Ideas needed for worthy heroes mod

This is a not really needed review of heroes for LA ermor (Last game got them all...) just posted to give some comment there, feel free to ignore it.

Ermor LA has 4 heroes:
- Shade King: Tenebrus is the king of the Shade Lands, the dark waste between the Underworld and the lands of the living. Through his kingdom all dead must pass. When the Soul Gates opened, he answered the call and led his armies through into the lands of the living. Shades and Shade Beasts will sometimes spontaneously appear in his vicinity. Tenebrus is an unholy priest and can summon Shadows and Dispossessed Spirits to his service.

Middly useful, ethereal level 2 priest. Similar ones (minus free shades & shade beasts) can be called by 20-25 death gems. Not much tweaking required.

- Forgotten King: Alcastos was the last priest king of an ancient nation that had fought Ermor. When his kingdom was crushed, he was brought to Eldregate as a prisoner. He swore to serve the Emperor and tie his kingdom to the Empire, but before he could return from the Holy City he witnessed the cataclysmic events that destroyed the Empire. Alcastos was cursed to serve the Ashen Empire in death as he vowed to do in life.

Good one, level 3 priest. A bit weak in the combat side so maybe a few +1 will help him.

- Wraith Lord. Etimmu is a Wraith Lord who once lived in the land of the Sauromancers. He learned their secrets and used them to establish a kingdom of terror in a distant land. He gave himself the title of Priest King and made his people worship him as a god. Etimmu used his dark powers to summon Black Servants to aid him. The temples, the towers, and the palaces were all filled with walking Shades. Etimmu and his servants were finally slain by Udum'ukinna, the son of Ekishnugal, and his Sauromancers. Etimmu's blighted kingdom is still known as the Shaded Lands. Etimmu was given further powers and immortality by the King of the Underworld. Etimmu rides a horrible, flayed spectral horse into battle.

Better than the summonable ones (Worth 40 death gems), good death magic (3 IIRC) medium priest(2). Fear, Immortality and a bane blade gives you really funny times.

- Arch Censor, Caractor was the highest ranking Censor at the time of the Ermor's fall. As Arch Censor, he was responsible for keeping a sharp lookout for corruption among the mages and priests. As punishment for failing this task, the curse struck him harder than his servants. Horrible pain now distorts his dried face and his dead eyes burn with hatred for the living. His physical strength is tremendous and his leathery body is tough as wood.

Not so hot one, better than normal censors... low power thug. Maybe he needs a couple improvements here and there (+1 to some stats, +1 to his cold aura or maybe some magic default battle axe/equipment...)

You can translate all those heroes to a death gems price (need to summon its base unit or a similar one)... so each time you get one its like a 15-50 free gems.

IMHO LA Ermor heroes are ok and maybe only need minor boosts (if any). A lot of nations gets way worse ones.
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