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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old April 18th, 2007, 07:53 PM
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Default Suggestion for a mod-nation. Would require a patch

This is a suggestion for a mod that I'd like to see in the game, but that I don't think can be currently implemented, and that I really don't have the time to do any time in the forseeable future-so if anyone else wants to do it, feel free to.

Just do me the favor of letting me know you're interested in it, and please don't put my name on it or use the name "Gaea-Ivy Kingdom" without asking and getting my permission/approval. The reason for this is that I'd really like to get a version of this Nation that's pretty close to what I have below, and if nobody else does it, maybe someday I'll get to it.

Gaea-Ivy Kingdom (EA Mod Nation).
This is meant to be a balanced nation similar yet diametrically the opposite of LA Ermor.

Like Ermor, all units are summonable and like Ermor, you gain units with Dominion-spread (in this case, carrion-creatures). This is the main part that I think can't be implemented right now. A nation-mod for "Gaia, Ivy Kings" could still be built and balanced with this ability taken away.

Ideas for units:
The primary unit for Ivy Kings is ofcourse the Ivy King-identical to the summon that everyone else gets, except you get a sacred version.

Other summonable units include 'Dryads' (sacred, immobile-can move in battle, but not to other provinces, wield vine-bows in battle)- 'Dryad Priestess' (as Dryad but N1, E1, holy 1, unarmed-your only national priest unit.) 'Hamadryads' (elder, meaner and tougher versions of Dryads-mobile, sacred, can go berserk (3), wield thorn-spears in battle) 'Hamadryad Captain' (as Hamadryad, but has N1, E1, B1. weilds thorn staff) 'Carrion Pans' (like Pans, except undead, Death 1, Nature 1, r1 nature, death-produces undead, mindless versions of Maenads called 'Furys'-singular form-"Fury"), 'Tree-Kings' (like Tree-Lords, but younger, sacred, and in the prime of their power-Nature 4, Earth 4, r1 nature, earth, r2 nature, earth. Better physical stats than Tree-Lord. Requires Enchantment 9 to summon), 'Drinkers' (Gaian version of dark-vines, except they're amphibious commanders with blood 1, nature1, r1 blood, nature. r2 blood, nature, and resemble seaweed. 'Thirsters' (Gaian version of dark-vines, identical to Dark-Vines except they're amphibious, resemble seaweed, and can be summoned under water) 'Iron Weeds' (immobile, no attacks, but lots of HP, protection, and regeneration/heal affliction, with N3) 'Snap Dragons' (immobile, giant Venus flytrap-bite attack, 2 sleep-vine attack) 'Caryops' (Huge-size 6-tough,immobile cactus, naturally spikey, poisonous armor-not vulnerable to fire or cold, unlike the rest of Gaian units. Can attack with spikes any being that gets within 1 range- good for defending your Dryad archers and spell-casters.). 'Vine-Titans' (very large, tough vine-creature, a degree more powerful than a normal vine-ogre, and beings which summon extra vine-men and vine-ogres also summon additional vine-titans.)

Weaknesses: no national recruits, units are vulnerable to both fire and cold, and have only one type of priest who is immobile.

Magic paths would be blood, nature, earth, and death.

There would be atleast two national Pretenders.

"Eldest Child of Gaia"
Looks like an ancient, immobile tree with a face on it. paths of nature 1, earth 1-40 to improve, 4 dominion, immortal (cut it down, it grows back somewhere else)-and unlike most immobile Pretenders, the ability to defend itself with it's 4 branches. 3 misc slots.

"Green Mother"
This Pretender looks like she should be immobile, but she's not. She's basically a mound of earth and stone, covered in greenery, that's been sculpted (landscaped) into a huge female face, long, viney hair, and upper body.
She can attack with a strong bite and sleep vines, she tramples (size 6) and she has Nature 1, Earth 1, Water 1(120 to increase). She heals-both her own afflictions and the afflictions of others. Very tough to kill. No slots.
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Old April 18th, 2007, 08:07 PM
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Default Re: Suggestion for a mod-nation. Would require a patch

It's true that you can't have dominion spawn units automatically, HOWEVER, you can your recruitable forces spawn units within your dominion.

So, you could have a sacred ivy king who also has #domsummon1 (vine man)
#domsummon10 (vine beast)
#domsummon20 (vine ogre)

Would that work for you?
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Old April 18th, 2007, 09:54 PM

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Default Re: Suggestion for a mod-nation. Would require a patch

Domsummon10 wouldn't work.

The game only recognises #domsummon, #domsummon2 and #domsummon 20. I think #domsummon10 would just be interpreted as #domsummon.

The modding manual sort of suggests ds10 would work, but trust me I tested this and it doesn't.
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Old April 18th, 2007, 10:30 PM
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Default Re: Suggestion for a mod-nation. Would require a p

I've already made this mod

I call it "Gaea, Cradle of Forests"

My version is a bit different than yours. In my nation, the only commanders not bound to the home province are Nymphs and Dryads. The nymphs seduce commanders to lead the nation freespawns (Forest Zealots). Other magical freespawns include vine ogres, vinemen, fairies, and Sylvan Beauties (Weaker Nymphs) which must be led by your standard nature summoned commanders or seduced magic leaders.

The nation is not balanced for vanilla. It is a challenge to win playing Gaea because the nation expands so slow, but the AI ignores the 0 movement and uses the nation pretty good.

If your interested in my version of this type of mod, let me know and I will send it to you. I am hesitant to release it to the public just yet because I want to look over it once more for typos and glitches.
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Old April 19th, 2007, 03:46 AM
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Default Re: Suggestion for a mod-nation. Would require a p

I definitely am interested in it, and I'd like to see it.

Maybe we can work something out where your version is the middle era, where mine is the early era? Just because-as far as I've heard and understood-Ivy Kingdom is a part of the early "historical background" of the game, and because mine's meant to balance Ashen Empire "across the ages".

I was kind of going for a nation that, while strong in a lot of ways, would be flawed enough in areas that it would be obvious why they died out, but they certainly don't have to. If you would like to use some of my ideas to balance yours out for vanilla too, please feel free, Foodstamp. I always like to see mod nations balanced for use with the ones the Devs create, just because it kind of helps eliminate the stigma against player-creations not being "canon"
.
A late-era nation of just vine men, plants, and druids would be fun to play with, actually, if someone wants to do that-maybe with vinemen becoming organized along the lines of a Roman war-machine, just to complete the Ermorian cycle? Gaia's Revenge, anyone?

I'd be really happy if you wanted to make this mod, Foodstamp. I have complete confidence that you'd do a great job.
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Old April 19th, 2007, 04:03 AM
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Default Re: Suggestion for a mod-nation. Would require a p

By the way, Foodstamp, I have an idea for a really different Native American mod that you might be interested in-providing you have the time and inclination to do another one.
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