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  #21  
Old November 25th, 2007, 10:29 AM

atul atul is offline
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Default Re: No Kalevala references in Dom3?

If I remember correctly, the initial advantage of swedish army in the 30 year war was its conscripted army when compared to other countries mercenaries. Conscripted, such as Hakkapeliittas, who were brought in as per "each house shall provide a man and a horse" rule. So, cheap and plentiful. But my history isn't that good.

Too bad hordes of poor quality fighters don't work in Dominions...
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  #22  
Old November 25th, 2007, 11:05 AM
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Default Re: No Kalevala references in Dom3?

About hakkapeliitta:

I'd like to give them fay horses of the vanir, and either light lance or lance to benefit from the high ap (26). This way, the initial charge causes tremendous damage, just like the pistol charge did for the hakkapeliitta. At the moment, I'm thinking of
- elite stats (11 hp/str/att, 12 def +3 mounted, 14 mor), move 3/26 of vanir
- broadsword/lance/hoof for att 11/12/11
- reinf. leather cap, scale cuirass, shield for def 14, 18 with parry; and prot 10/8 for body/head
- gcost 40, res cost 15, forest survival
In my tests, this does respectively well.

About the basic infantry:
What if the infantry had weapon, shield AND a short bow? Similar to LA Man's Tower Guards and their crossbows, or EA Ulm warrior maidens. They won't have tower guards' heavy armor, so they'll probably be way inferior... but they'll be stealthy, giving the nation very good stealthy force. stealthy med infantry with shield, AND affordable archers - that's very good.
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  #23  
Old November 25th, 2007, 11:44 AM

Aezeal Aezeal is offline
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Default Re: No Kalevala references in Dom3?

IMHO for that armour etc the resource cost should be higher, probably gold a bit too.

The infantry sounds nice.. elite stealth teams.. but be carefull not to overpower/underprice them.. a unit that can do a lot should cost a lot too.. and can only do one of the things you've paid for at the same time. Versatility is nice but some pplz have said "you can't use this and this at the same time so the price shouldn't be very high.. it's not true IMHO versatility should come with a price --> thus an army should not have to much versatile units else they will all be relatively expensive

--> just my take on things, you are an experience modder so I'm probably just saying things you know anyway
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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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  #24  
Old November 25th, 2007, 01:41 PM
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Default Re: No Kalevala references in Dom3?

Re:Hakkapeliitta cost
I intentionally chose the weapons and armor of the Hakkapeliitta so that the equipment would cost as little as possible. Centaur Warriors and Vanir are way better, and even cheaper in resources. The weak armor is risky in longer battles, or against massed archers.
I originally had them at knight stats (12 hp/str/att/def), but that'd make them too expensive - they die quite easily against tough enemies. So I toned down hp, str and att, and lowered the gcost by 10. That might've been a bit too much, but I don't think it should be raised by more few gp.


About spellsongs and national spells:
Inspiration for these effects came from here:
http://en.wikipedia.org/wiki/Tonttu

Spellsong of the Forest People, N3 ritual, conj 2
Contacts Tapio, King of the Forest, and summons his servants (sacred bears? bears with tough hide similar to kithaironic lions?)
Spellsong of the Mountain People, E2N1 ritual, conj 3
Contacts and summons a Gnome, E2N2 stealthy mage with glamour
Spellsong of the Water People, W2N1 ritual, conj 4
Contacts Ahti, King of the Waters, and summons a N�kki. It is a strange creature that resembles a shambler and has W2, 2xWDN magic.
Spellsong of the Grave People, N1D1, Thaum 1
Combat spell that causes disease in AoE 1.
Spellsong of the Wood People, N2, Alt 2
Precision boost in AoE 5+ near the caster (the wood people help the arrows to fly straight)
Spellsong of the Steel People, N1E1, Evoc 3
Heals damage (the steel people take back the wounds they have caused). I'm not sure whether I'd like to have it be like Song of Healing or Healing Light.


If it was possible to create a spell that removes disease but not other afflictions, I would make that one as a Spellsong of the Fire people, N2 ritual.


I'm thinking the mages could be like this:

Witch: sacred, E1N1 for 100 gp
Wiseman: sacred, N1H1, 100%WEDN for 120 gp
Spellsinger: E1N2, 100%EN, 210%WEDN, for 240 gp

summons at Conj 3:
N�kki, W2, 200%WEDN
Gnome, E2N2


As you can see, I decided Nature was better for the Spellsingers. I'd still like to add a Sami-inspired Shaman, perhaps as a N2, H1 stealthy capital-only mage.
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  #25  
Old November 25th, 2007, 01:54 PM
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Default Re: No Kalevala references in Dom3?

I'm also sure that you can't mod a summoning spell that summons two types of creatures. So you need to have a spell to summon Tapio and a different one to summon his servants.

Perhaps the Hiisi would be a good option for Tapion V�ki? They are decipted as semi-friendly, but mischievious. They wouldn't most likely be too strong on stats, but come in nice amounts. There are stories of them riding goats, that'd make a intresting unit graphic (black hairy goblin riding a goat.. Awesome!).
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  #26  
Old November 25th, 2007, 02:18 PM
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Default Re: No Kalevala references in Dom3?

Initial mod attached here. I'll have to leave NOW, so no progress for a week. The graphics I did not attached; I edited the hakkapeliitta sprite and added a bow to the hunter.

EDIT: this mod changes EA Ulm into a MA nation that has the basic recruitables and summon spells of a Kalevala-inspired nation.
Attached Files
File Type: zip 566820-kalemod.zip (1.4 KB, 79 views)
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  #27  
Old November 25th, 2007, 02:19 PM

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Default Re: No Kalevala references in Dom3?

sounds like a size 2 trample unit.. which might be interesting or just some variant on the wolfrider.. but the goat with it's horns could trample.. but size would be small.. which might make it a unit only usable in specific circumstances.. (maybe a bit to few though )
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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.
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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  #28  
Old November 25th, 2007, 02:19 PM
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Default Re: No Kalevala references in Dom3?

Contact =/= summon. Tapio is left undefined, but his servants, the great bears, come. Same with Ahti/n�kki. N�kki is a water creature that lures people to lakes and drowns them.
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  #29  
Old November 25th, 2007, 02:28 PM
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Default Re: No Kalevala references in Dom3?

Quote:
Aezeal said:
sounds like a size 2 trample unit.. which might be interesting or just some variant on the wolfrider.. but the goat with it's horns could trample.. but size would be small.. which might make it a unit only usable in specific circumstances.. (maybe a bit to few though )
Those Hoburgs better watch out!
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  #30  
Old November 25th, 2007, 03:18 PM

tka tka is offline
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Default Re: No Kalevala references in Dom3?

Example mod looks good to me but I wouldn't give fay horses to Hakkapeliittas tho. I would like to keep recruitables as mundane as possible.

I was thinking of making also 2 spells which summon hiisis. Possibly nature-death spells. One which summons multitude of small hiisis (goblins) like Burnsaber said, and other one which summons bigger ones, more like jotuns or trolls. Atleast thats what springs to my mind when Im thinking about landmarks like Hiidenkivi, Hiidenkirnu and Hiidenkiuas which were considered to be work of hiisi.
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