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October 20th, 2012, 03:55 AM
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Corporal
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Join Date: Nov 2011
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Proposal Plague Lands
While the Argurs of Ermor struggled to contain the growing influence of death the tendrils of doom engulfed the great city. The encroaching doom had even reached the western provinces of the empire where pestilence reigned supreme. Countless plagues struck the land ,imperial authority crumbled and chaos reigned. Until one day an opportune pretender seized the regional capital in the west, proclaiming the domain of Templum and promising salvation. Now this has been attempted before with disastrous results (introduction of the plagues) but inhabitants of is plague lands rarely live beyond 30 and thus no one remembers. Chaotic essence still pervades throughout the lands. (luck scales are doubled)
Basic premise: Disease resistant and cold weakness national troops .Great magical diversity with diseased exiles from numerous nations. With their magical diversity they could accomplish almost anything if they could only live long enough.
Templum lacks two magic paths: blood and death.
There are two paths the nation could take:
Embrace death through the path of conjuration and gain access to powerful forces of death bring the unrest, chaos, and death of the grave. Many death summons release agents of unrest and pestilence upon the world (addition summons of highly stealthy indie disease carrying banes).
Embrace nature through the path of enchantment and gain access to synergistic disease immune &cold weakness plague carriers ,early disease immune & high upkeep researchers, disease immune & high upkeep spawners.
(really a choice between accepting Pestilence or exporting it) Gameplay wise a choice between two branches of mutually exclusive armies.
So what do you guys think?
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October 20th, 2012, 06:40 AM
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Major
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Join Date: Feb 2009
Location: Me a viking
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Re: Proposal Plague Lands
There is no such thing as disease resistence or immunity apart from undead and demons that are largely unaffected by it. You can feign "disease resistance" by giving tham a little regeneration or perhaps recuperation (but that would remove disease entirely) One idea could be to overwrite MA C'tis to gain the miasma dominion, and then give the "disease resistant" troops recuperation, they would get diseased and heal and get diseased again. This would not work with old age.
You cannot make the dominion affect luck scales, but you might be able to create a site in the capital that increases luck. You could also make a summon that brings luck events or increases luck scales where it resides.
I think it's a cool theme, but if you want more substantial feedback you better do some sprites and stuff to show first.
If you want technical advice on modding you'd be better off asking in this forum: dom3mods
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October 20th, 2012, 09:35 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Proposal Plague Lands
Love the creative writing. Nice touch.
The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.
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October 20th, 2012, 11:20 AM
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Corporal
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Join Date: Nov 2011
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Re: Proposal Plague Lands
Well I was trying to see if there's interest before going on further, and yes the nation is intended to have it's units die off regularly. So explosive but very short lived units.
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October 20th, 2012, 12:26 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
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Re: Proposal Plague Lands
Quote:
Originally Posted by Gandalf Parker
Love the creative writing. Nice touch.
The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.
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As I said, double luck can't be done. And even it could that would not make AI better.
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October 20th, 2012, 01:31 PM
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Corporal
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Join Date: Nov 2011
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Re: Proposal Plague Lands
Quote:
Originally Posted by Fantomen
Quote:
Originally Posted by Gandalf Parker
Love the creative writing. Nice touch.
The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.
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As I said, double luck can't be done. And even it could that would not make AI better.
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Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .
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October 20th, 2012, 01:38 PM
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Shrapnel Fanatic
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Re: Proposal Plague Lands
The AI would receive the same benefits of events so thats bound to help it out.
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October 20th, 2012, 03:43 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
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Re: Proposal Plague Lands
Quote:
Originally Posted by Minor Kitty
Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .
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You cannot make the national dominion affect luck scale in any way shape or form.
You can make a site that affects luck scale in that specific province, or a unit that affects luck scale and/or causes good events in the province it dwells. You could use this to mimic the effect of a "lucky" nation to some degree.
Quote:
Originally Posted by Gandalf Parker
The AI would receive the same benefits of events so thats bound to help it out.
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Saying that something specifically improves the AI just because it increases the general power level of a nation isn't a meaningful statement, and a cop out useless answer.
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October 20th, 2012, 03:59 PM
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Sergeant
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Join Date: Jan 2009
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Re: Proposal Plague Lands
Quote:
Originally Posted by Minor Kitty
Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .
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That is the global scales tag for lucky events. It applies to every nation; it is not nation specific. A nation mod that changes this value would be unusable in multiplayer. Even in singleplayer all the AI opponents would benefit from it as well, so the only relative advantage it provides would be because humans can better use resources than the AI.
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November 7th, 2012, 12:57 AM
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Second Lieutenant
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Join Date: Dec 2010
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Re: Proposal Plague Lands
Concepts are pointless, no one is going to make a mod for you. Modding dominions is not hard, if you have an idea, go make a mod yourself.
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