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National summons/spells of old nations
What do the old nations like Marignon, Ulm, Caelum, Man or Machaka get?
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Re: National summons/spells of old nations
I hope that there will be a large variety of national summons available for all sides. "large" = 10-20 summons at least.
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Re: National summons/spells of old nations
Right... let's forget about all the new nations/eras for a sec, as well as Dom II's themes. You're asking for 170-340 new summons, on top of all the old summons and of all the new summons that aren't nation-specific. About a tenth of which actually get used in multiplayer games.
Disregarding the time and effort this'd take the developers, looking at this solely from the player's PoV, am I the only one seeing the downside to this? |
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Re: National summons/spells of old nations
I actually like the fact that many summons are (in theory) open to all nations, and it's their mages/gem income which decide what they get.
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Lets say all nations will get 4 national summons / era. I wouldnt call that too much. |
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Hopefully modding will allow gamers to add new spells and items without changing existing ones. |
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Hopefully some disabled blank spells and magic sites will exist for modding. |
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Indeed, I hope so also.
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Summoning spells are very different. Summons aren't created, or at least not by the spells that summon them. They are called forth. National summoning spells summon forth the local critters, like Vampire Counts from the time of Malediction. Even if one civilization uses ships that consist of bionic, semi-living photosynthetizing matter because they have that sort of trees back at home, other civilizations can't use those unless they have the trees - and they probably don't. Similarly, Vampire Counts are as limited to the area of Black Forest as the Wolfherds or Fortune Tellers. In China, they have stories about celestial servants cleaning the celestial houses, and celestial warriors guarding the palaces of the gods. In Dominions, around the capital of the empire of the Tien Chi people tell the same stories, because they have seen the creatures. IMO, they are one with the dominion of the nation. Where people believe in the god of that nation, they believe in the creatures that serve him, and there they exist, or something similar. And if they can be summoned, they will be seen - and after even just a few generation in there, everybody would know the stories of horse-headed soldiers to be as true as the ghost stories, and that the mad old men who listened to strange sounds near the sea just might be eaten by something not-exactly-visible one of these days. Unfortunately, I have forgotten the name of the site that was a house on a hill near the sea, straight from Lovecraft's story. That would've made a better analogy. I hope that words means what I think it means, any way. |
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Whoa. Looks live I've been in Limbo for about a full week. Lemme just resurrect this thread to say...
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I also agree with Sandman on the point of universally-available summons making things more interesting, at times. The more specialized and predictable the nations get, the more the outcome of the game is determined during nation selection, rather than during actual gameplay. |
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The site you're thinking about is Strange House in the Mists, Endo. A site that allows astral mages to enter to summon void creatures.
Edi |
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If national summons were a natural imbalance of those things, only the nation that discovered cars first would be able to build them today, at least thats what you are arguing for (cars being american / german national summons). |
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Btw just a side note. Imho the national summoned units should be the upgraded versions of the regular national troops, like I've posted this before in a previous thread. It should work like levels for the units. [They should get better equipment and better stats.] I think that this would work perfectly. |
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