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Old August 19th, 2004, 09:23 PM

odd_enuf odd_enuf is offline
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Default Idea for a mod

mod for pythium

desciption

The Theugs of pythum didn't learn there lesson from the fall of Ermor. They continued there magic experiments, striving for greater and greater power. Like Ermor, they paid for there pride when there experiments brought another cataclism. Magical energies ripped throught he land, killing many. The ranks of the Theugs were almost whiped out, along with most of the political and military leadership. The survivers soon discovered that the bLast of magical energies had infused the land, the air, and the people with magic. Most of the ordinary citizens could manipulate these magical energies, allowing them to cast minor dweomers, though most were not strong enough to become full mages. The citizens have organized themselves into 4 warrior societies, each one attuned to a different element. And they are lead by those most powerful in magics

requirements
turmoil 1, magic 3, 50 extra dp

units
all units have above average magic resistnace due to there familiarity with magic, 11 or 12, but lower then the high magic resistances of pangea.
militia- costs 8 gold,
Those citizens not lucky enough to have gained any magical power are not allowed to join any of the warrior societies. Instead, they are foced into ther militia. Already ousiders, they are given no training, so they do not fight hard.
stats- same crappy stats as normal militia, expect they have an even lower moral, 5 or 6. Also, they do not have the higher magic resistance that the rest of the citizinry enjoy,
note- the provincial defense is made up of militia, lead by gifted commanders.

Shield bearer- costs 12 gold- high resourses
Those citizens whose magicical skills are closely attuned to the earth join the brotherhood of the shield bearers. They wear heavy armer and carry two shields, one massive tower shield, and one smaller spiked shield that is used as a weapon. There connection to the earth lets them carry this heavy burden without tireing as fast as normal men.

stats- total protection of 19, defense 15, attack 8 moral 12
weapon spiked shiled, dmg 0, attk -2, def 2, prot 2, enc 1,length 1
total encombrance 8, but units has reinvergeration 4

fire or flame blades - costs 13 gold - moderate resourses
Those citizens whose powers are attuned with fire become flame blades. They have the ability to empower there weapons with fire, [similer to the flames from a fire 9 blessing] changing them into magic weapons that can pierce armer.

stats- attack 15, def 8, moral 11, protection 10 -12 ( chain mail) ambidexitry 2
weapons 2 fire daggers, damage 4 AP, attack 3, def 0, length 0

Wave Walkers- cost 10 gold, low resourses
Those citizens whose powers are attuned to water become wave walkers. They have the abilitiy to breath and move underwater as if on land. They wear no armer, which would only hamper them underwater.

stats- FULL amphibion, moral 10, att 11, def 11, pro 0, enc 0 weapon greatsword

Wind masters - costs 10 gold, low resourses
Those citizens whose powers are attuned to air become Wind Masters. Bows were frowned upon by the old mililtary generals of Pythuim, but those generals are now all dead, and bows have been reintroduced. Wind masters have the ability to subly manipulate the winds to guide there arrows, giving them better presicion then normal archers

stats- same as unarmed archer, moral of 9
weapons short bow and dagger
if possilbe, have aim autocast on each unit at the start of battle, to keep their higher precision from stacking with wind guide, otherwise have higher pression, aroudn 15
other stats same as normal archers, no armer

Commanders

Scout- costs 30 - 35 gold, low res
Those citizens who have glamour abilities are emplowed as scouts.

stats- same as normal scout, except they have glamour ability.

Gifted- costs 110 gold
With the old elites of society gone, the new elites are those that have magic abilities. Those who are skilled in both the magical and martial arts are trained as gifted. Combining both these skills the gifted are powerful warriors and the new leaders of the Pythium. There dicipline also makes them good researchers

stats- above average attack and defense ~13-14, low encumbrance armer, shield, longsword, helm
magic Full Random 1 +1 research
leadership 50

Savant- costs 80 gold, 1 resourse- capital only
Citizens who are exceptionally skilled in 1 magic disipline at the expence of all others become savants. There focus gives them high magic skill, but there ignorance of other forms of magic limits there research ability.

stats- average for a mage
leadership 0
magic- FR 2, -2 to research

Chaos mage- costs 110-120 gold [ about the same as a lore master] 1 resource

After the cataclism wild magic surges still plague the land. Those that sucessfully manage to harness this power become power choas mages. Those that try and fail, die. The survivers often still bear the scars from this struggle. The chaotic nature of these mages doesn't lend itself to the dicipline of research.

stats - normal for a mage, 75% chance for a random battle affliction (including feeble mind)
leadership 10
magic FR 5 -2 research

Theug - costs 120 gold
Not all of the Theugs were killed in the cataclism, some of the ones living in outlying areas survived. There power has greatly dimished, and the populace blames them for the destruction, so there religous authority has been reduced.

stats- same as theug
leadership 10
magic S1 H2

advantages
This theme has a varity of specilized infrantry for a moderate price.
They also have cheap and versitile mages.
very good scouting

disadvantages
There is no cavalry at all, the serpant cataphracts are gone, along with hydras and assasins.
While the mages are cheap and fairly powerful, its impossilbe to know what skills you will end up with, and your unlikly to get more then a couple 3's in any skill.
Possilby the worst provincial defence of any nation.
While each of the specilist troops are very good at what they do, there is no unit that is good at everthing, so knowing which of the troops to train and troop placement becomes more important.
Forced turmoil will reduce the amount of gold you have to spend on these nice troops, and will also make taking a misfortune scale more difficult
Forced magic scale, combined with the forced turmoil limits the number of design points that can be spend on the pretender.
Lousy priests, best they have is h2, and he's expensive

I don't know how to write this, nor do I have the time to do so, but I would like to hear feedback about my idea, and if anyone would like to make this go ahead.

odd_enuf
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