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May 29th, 2008, 05:35 PM
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First Lieutenant
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Nation without recruitables
Would it be too hard to mod a nation without any recruitable unit? It would depend entirely in independents, magic sites and special sites captured from the other nations... I would want to play this kind of nation as a challenge against the AI...
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May 29th, 2008, 05:41 PM
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Major General
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Re: Nation without recruitables
Try the all age mod and play one of the vacant nation slots. They have few if any recruitables. There was one with just recruitable cavemen.
I tried it once but it wasn't much fun. An excercise in frustration really.
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May 29th, 2008, 05:41 PM
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General
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Re: Nation without recruitables
Well, there's LA Ermor...
Wouldn't you need something to start with though?
Starting army and pretender I guess. Or just pretender.
You could always just not build any of the national units
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May 29th, 2008, 05:47 PM
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Lieutenant General
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Re: Nation without recruitables
I think ti would be very easy. If you read the modding PDF it should be clear
create a new nation (see manual)
clear the nation (see manual)
and then I think you'd alread have a nation without recruitables
then you could add some starting troops or just do it with a pretender.
I think it's a waste of your time trying to play it though, you won't get far without recruitable mages, certainly not if you don't have blessed troops
Here, try this
I used one of my mods and removed everything that made it a nation. I'm not gonna even try it myself if it doesn't work you'll have to adjust it yourself
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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May 29th, 2008, 06:16 PM
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General
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Re: Nation without recruitables
Well it's certainly a challenge. Wouldn't try it in MP.
But against the AI? Maybe.
Strong, awake SC pretender, not reliant on buffs or items, can start taking indies with ease. Might as well start without gem income too, just to add fun.
Site search as you go, it'll slow down expansion, but finding that first indy mage site is crucial. Or better yet, just hope for nearby tribal mages or lizards. Start building indy troops everywhere you conquer and a fort on decent indies as soon as possible. It's all about the pretender design, though. You really want as close as you can get to an awake rainbow SC.
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May 29th, 2008, 06:33 PM
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Private
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Re: Nation without recruitables
You would need to have one starting priest to get the possibly recruitable shamans.
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May 29th, 2008, 06:34 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Nation without recruitables
I made the dm file.. no start sites, no recruits...
not hoping for lizards I'd say since they'll curse your only troop (pretender).
I still think it's a waste of time though, you won't even survive against AI... once you have some provinces a huge army with mages who might have actually some spells researched (as opposed to whatever you have)
I think going rainbow is useless too, better high dom and a few magics you can use early on.. an immortal pretender might be the best option for your chassis though.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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May 29th, 2008, 06:36 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Nation without recruitables
You can get a starting priest by prophetizing some random indy.
-Max
P.S. I wouldn't try this in SP, not so much because I think it would be difficult (although it would be) as because I think it would be bland. But then, I identify more with the nation than the pretender anyway, and almost never use pretender SCs. YMMV.
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May 31st, 2008, 09:04 PM
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First Lieutenant
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Join Date: Jul 2002
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Re: Nation without recruitables
Just got back from travel and catched up the thread...
Aezeal> tried your file and when i try to select a nation to play it came back with an error message: "myloadmalloc: ./mods/./Nomads and genies/EA_djiniibad_icon.tga" (im doing something wrong?)
I like the idea of some "generic" indys in the starting province... it would give a better feel for what i�m trying to do....
On an side note: would be too hard to do this in dominions 2? I ask because i only play dom3 in my main machine, as my notebook only can handle dom2...
I�ll reread the pdfs and see what i can do...
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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May 31st, 2008, 09:27 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Nation without recruitables
ow lol the icon file is still there.. delete that line I'd say
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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