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March 13th, 2008, 04:19 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
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Magic site ideas
Hey
I've got some ideas regarding magic sites. Some of effects I propose don't need new magic sites, just add them to existing ones.
* site causes constant battlefield enchantment.
All battles fought in that province are affected by an enchantment. Examples: Mist, Rain, Storm, even Darkness(very rare). Mist-covered Highlands should cause permanent mist.
* Fountain of Youth
I'm 100% sure it wasn't in Dom2 :-). Can be entered to make the commander younger.
* PD suplement
This kind of magic site adds some units to province defence. Works only if discovered. It could be phantasmal warriors, horned serpents, anything. Bonus points if it adds some obscure and rarely used summons.
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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March 13th, 2008, 04:43 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Magic site ideas
A site that casts a spell in the beginning of every battle could be used to cast mist, rain or similar, for battlefield effects, or to cast a summon, for PD supplement. It was suggested a long time ago, but hasn't been added.
That's about the only thing I'd like to see as far as magic sites go. Mod commands for NON-capital recruitment would be fantastic, and much more feasible as well.
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March 13th, 2008, 06:32 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Magic site ideas
I'd just like some moddable site commands: (apologies if its there, haven't looked since 3.??)
Things like:
#Site: Site Name
#Entry: M:<Mage Path Required to get benefit>
S:<Special requirement to enter such as:
N: Nation Number
A: Stealthy[Stealth# to enter]; Flying, Amphib
S: Stat[#] to Enter, such as Leadership 10
C: Commander type to enter (Wiz,Priest,Scout)
#Gems: Gem{Type, Number} granted per turn
#Difficult: Rarity and difficutly to find the site
#Spell Cast: (Spell number cast per turn)
#School Bonus: Conjuration 20, for example
#Unit Summon: Unit #
#Unit Recruit: Unit #
#Scale (Which Dominion Spreads...)
My .02
Interesting Locations:
Lake of the Sirines:
Any Leader May Enter to gain a magic enhancement to his weapon. (or get a magic weapon: think Excalibur).
Thieves guild:
Very hard to find. Stealthy requird = ). Any unit may enter to gain stealthy. Unit with stealthy increases +1 per turn.
Assassins Guild:
Very hard to find. Assassin may enter to perform a hit via guild agents in any territory on the board. Random commander in territory targeted.
Gate:
Any unit may enter any gate - and come out any other territory with a gate.
Time Wrinkle:
Any commander that enters immediately becomes lost in space and time.
However, he does not age, become diseased, or be targetted by spells. Will return (per lit) except to a map location in your dominoin.
Also confers +1 Astral, and spreads Dominion.
Void Gate:
Enter: You die. Who says all locations have to be good?
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March 13th, 2008, 06:51 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Magic site ideas
All I want is mod commands to add sites to the list of sites randomly placed by the game which can have units recruited from them. That would be huge - imagine a random site that let you recruit Slave Giants or Warpfire Throwers or even interesting basegame units.
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March 14th, 2008, 07:38 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Magic site ideas
'tis be a random "happy birthday B0rsuk" bump.
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March 14th, 2008, 10:16 PM
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Second Lieutenant
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Join Date: Mar 2008
Posts: 448
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Re: Magic site ideas
Hey, since you mentioned Fountain of Youth, I started thinking an El Dorado or City of Gold magic site would be fun, since Dominions 3 seems to reference so much mythology, why not add a bit more? El Dorado myths were discussed quite thoroughly in my history class and they were pretty interesting. But then again maybe gold is a somewhat boring commodity in Dominions, maybe something like powerful magical artifacts (made of gold, of course!) would be a more interesting prize.
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March 14th, 2008, 10:30 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Magic site ideas
There are already two 'Adventure' sites where you can get gold or magic items, including artifacts. But I agree, it would be nice if you could mod more in.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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March 15th, 2008, 01:08 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
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Re: Magic site ideas
vfb:
You can rather find death and horrors there Even SCs have small chance to survive.
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March 15th, 2008, 01:11 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Re: Magic site ideas
Quote:
Sombre said:
All I want is mod commands to add sites to the list of sites randomly placed by the game which can have units recruited from them. That would be huge - imagine a random site that let you recruit Slave Giants or Warpfire Throwers or even interesting basegame units.
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qft
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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March 15th, 2008, 06:11 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Magic site ideas
Quote:
Zeldor said:
vfb:
You can rather find death and horrors there Even SCs have small chance to survive.
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I found the undead one, not the horror one. For the undead one, just send in a constant stream of H1 priests with some tough bodyguards. It helps to have high dominion and GoH up. Your bodyguards survive if the priest get whacked with a trap. In a battle against the site undead, the H1 priest and bodyguards will win.
Once I figured that out, I did get some nice items out, including a duplicate artifact.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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