.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 > Scenarios, Maps and Mods

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old October 6th, 2006, 03:40 PM

FrankTrollman FrankTrollman is offline
Second Lieutenant
 
Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
FrankTrollman is on a distinguished road
Default Age of Wonders Factions

I found some old AoW sprites stripped out of the game for use in public domain mods.

You know what that means? Making public domain mods for Dominions 3 with Age of Wonders factions in them. Enclosed are three units from the frostlings: the Archer, the Snow Scaper, and the Magician. It's very little work to make these guys, though AoW had less units than a proper Dominions position does. So the question is: how do we do these factions?

The Lizardmen, Humans, and Undead are essentially already in Dominions with no work at all. The Halflings aren't a lot of work, it just requires a playable Hoburg to be brought back. The Goblins, Orcs, Elves, Dark Elves, Archons, and Frostlings, though, are more effort.

Frostlings need a:

Spearman
Swordsman
Wolf Rider
Archer
Snow Scaper
Dire Penguin
Raider
Yeti
Mammoth

Scout
Commander
Raider Commander
Wolf Rider Commander
Shaman
Magician
Frost Queen (Capitol Only)

That's minimum. But it's also short of where they want to be to be a full faction (no sacred troops, for one thing). I was thinking of adding:

Winterguard (sacred frostling warriors who ride of Winter Wolves).
Engineers (Commander level snowscapers with siege bonuses).
Mage Apprentices (weak magicians that can stnd there and hold Skull Mentors in the mid game).

Special characters:

Wolf Trainer (he actually trains the winter wolves that the winter guard ride and generates winter wolves while in cold provinces - thanks "copystats"!)

Grand Architect (he designed the original ice palace and is a huge siege bonus guy with some supercharged snowscaper powers and some water and earth magic)

Queen of Winter (the eldest of the Frost Witches, she brings winter wherever she goes).

National Spells:

Charm Ice Dragon (Thaumaturgy 7) You spend a lot of water gems and get a giant monster that flies and brings cold.

Light of the North (Evocation 3) You spend a couple of Air Gems and get a tiny ethereal squad of cold wisps.

Illwinter (Blood - you know the drill).

But I'm struggling on the paths. The shaman has an icicle and a cold bolt attack, so he doesn't need any magic (H, 10% chance A or W). The Magician though, he''s all about the spells. WW A ?? perhaps? If his Questions were each (AWDN), would that be too weak? All the Frostlings are the size and strength of Vaetti, so there's a built in drawback to even the most powerful magician (and they need those siege bonuses).

-Frank
Attached Files
File Type: zip 453370-frostpics.zip (5.5 KB, 403 views)
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

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 01:10 AM.


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