.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 3: The Awakening

Reply
 
Thread Tools Display Modes
  #41  
Old April 18th, 2006, 05:54 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Siege Units

Quote:
NTJedi said:
Depends on what's available via modding in DOM_3. Ideally I hope Dominions_3 will have or allow via modding the ability to create unique siege engines for each nation.
How many times do people have to tell you that Dominions 2 already has that capability before you believe it?
Reply With Quote
  #42  
Old April 18th, 2006, 06:13 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Siege Units

Quote:
Graeme Dice said:
How many times do people have to tell you that Dominions 2 already has that capability before you believe it?
Fate is asking for a unit to have a wide variation of siege effects to units inside a castle outside of battle which could include 'flames from the sky' as listed by Endoperez. I merely commented we'd have to see what new mod features will be available. Geeez

It wasn't even my suggestion this time!
__________________
There can be only one.
Reply With Quote
  #43  
Old April 18th, 2006, 07:22 PM

Fate Fate is offline
Sergeant
 
Join Date: Aug 2005
Posts: 286
Thanks: 8
Thanked 9 Times in 7 Posts
Fate is on a distinguished road
Default Re: Siege Units

Yes, the idea being put forth (by me,Fate, NOT NTJedi) is someting which (I believe) is not currently in the game. A special ability that allows a defender to fire X amount of arrows which hit a random enemy UNIT (not commander) and deal the damage of a normal arrow (could be based on their weapon).

I do not believe there is that capability currently, but, not having looked at the modding files, you never know...
Reply With Quote
  #44  
Old April 19th, 2006, 03:41 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Siege Units

I doubt that kind of ability is added. In Dominions II, all modding that was available was editing the units' abilities and costs, and creating new units and adding existing abilities to them. Unless siege engines have been changed or some other creature/unit capable of hurting enemies in a besieged castle has been added, I doubt an ability like that can be modded in.
Reply With Quote
  #45  
Old April 19th, 2006, 08:47 AM
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: Siege Units

You guys do realize that with dragons and mages and stuff, none of the siege weapon effects have to be grounded in reality. We have a weapon that essentially does what one person already suggested. And btw wiki is a horrid source for information.
Reply With Quote
  #46  
Old April 19th, 2006, 02:31 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Siege Units

Quote:
OG_Gleep said:
You guys do realize that with dragons and mages and stuff, none of the siege weapon effects have to be grounded in reality. We have a weapon that essentially does what one person already suggested. And btw wiki is a horrid source for information.
Have you read all the posts in this topic???? If you have read all the posts I'd like to hear about the weapon you mention.
__________________
There can be only one.
Reply With Quote
  #47  
Old April 26th, 2006, 12:15 AM

Valandil Valandil is offline
Second Lieutenant
 
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
Valandil is on a distinguished road
Default Re: Siege Units

I have done a mod that adds unique siege equipment to sevral sides. A ry'leh mind enslaver to get pathetic humans to open their gates, a c'tis poison trebuchet, a machaka web catapult, and a hoburg soup cannon (don't ask).
Immediate plans include ulmish ballistae, caelian battlefield lightning rods, and an enormous atlantian turtle. All of this is easy to encode in Dom2.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.

Reply With Quote
  #48  
Old April 26th, 2006, 02:27 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Siege Units

Quote:
Valandil said:
I have done a mod that adds unique siege equipment to sevral sides. A ry'leh mind enslaver to get pathetic humans to open their gates, a c'tis poison trebuchet, a machaka web catapult, and a hoburg soup cannon (don't ask).
Immediate plans include ulmish ballistae, caelian battlefield lightning rods, and an enormous atlantian turtle. All of this is easy to encode in Dom2.
Very interesting mod... as mentioned earlier I would have started myself if Dominions_3 was not being released soon.

Perhaps others could add their ideas for what type of siege units should exist for each nation... so the community as a whole can agree on the final results.
__________________
There can be only one.
Reply With Quote
  #49  
Old April 27th, 2006, 12:27 AM

Valandil Valandil is offline
Second Lieutenant
 
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
Valandil is on a distinguished road
Default Re: Siege Units

Thanks for the support. Of course, very little balancing work was done, and the graphics are only half finished. I kind of got bored. And yes, discussion would be interesting, if only in preparation for a mod. perhaps I'll place a thread eventually. I AM pretty lazy though.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.

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 04:13 PM.


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