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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old December 7th, 2008, 07:19 PM
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Default recruit THEIR nationals

Sorry to keep adding undone projects for discussion.
Im reworking my old project files to add them to the new lists on Dom3minionsc.com
http://www.dom3minions.com
and as usual there are far more undone ones than done ones. I could just keep listing the projects but I really dont care if someone else wants to do them before I do.

So if someone is looking for a mod idea to learn modding on, here is one that handles a common complaint. "I have taken their castle, why cant I recruit the same units they do?"

A map can be created which places each nation specifically in a province and wipes out the poptype. Then if someone wants to create a mod which (painstakingly) duplicates everyones capital magic sites to new ID numbers then those could be placed instead of the games version. That would allow a (probably quite cutthroat) game where taking their castle not only gives you their gem income but their capital-only units.

I cant think of an easy way to do the same with their non-capital nationals. Maybe each nations sites could be reworked in a way as to provide those also.

It might also be worthwhile to do this in 3 stages. Make each era available as you work on it, and then paste them together into one big one (if that wouldnt be too big)
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  #2  
Old December 7th, 2008, 07:21 PM
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Default Re: recruit THEIR nationals

Come to think of it...
it would need to be new ID numbers and slightly new names since I cant seem to get the modding command for startsite to work with numbers.
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  #3  
Old December 7th, 2008, 07:23 PM
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Default Re: recruit THEIR nationals

I wouldn't mind seeing just 1 or 2 units per Nation, to follow Sauromatia's hydra hatchling example.
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  #4  
Old December 7th, 2008, 08:10 PM
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Default Re: recruit THEIR nationals

Quote:
Originally Posted by Gandalf Parker View Post
Come to think of it...
it would need to be new ID numbers and slightly new names since I cant seem to get the modding command for startsite to work with numbers.
You could just change the actual starting sites.

I'm doing this from memory, but it should work:

#selectsite "Tower of Avalon"
#clear
#gems 1 2 (2 air gems)
#com "Daughter of Avalon"
#com "Crone of Avalon"
#end

Note that I used #com instead of #homecom. Also, conquering Mictlan would make any nation a powerhouse.

There are poptypes that almost match many nations' units. Garnet Amazons, knights, lizard shamans, heavy infantry/crossbows, various animal tribes, etc. That should also help a bit.
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  #5  
Old December 7th, 2008, 08:21 PM

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Default Re: recruit THEIR nationals

I was just thinking that indeed just altering the site could do that. And with a few sites you could probably cover most important units and leaders of a nation. If needed you'd only need to create an otherwise empty site for nations with few sites.
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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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  #6  
Old December 8th, 2008, 01:41 PM
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Default Re: recruit THEIR nationals

Time ago was thinking bout a mod enabling to recruit "hybrids" between your nation and the one you conquer (and vice versa ). But it would require skillz and time I don't have
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  #7  
Old December 8th, 2008, 04:08 PM

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Default Re: recruit THEIR nationals

My inclination would be to give them all the troops, not just the capital-only ones. They would only be in the capital, however.

Interesting would also to allow the casting of the national summons but I don't see how that could be done.
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Old December 8th, 2008, 04:21 PM

Aezeal Aezeal is offline
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Default Re: recruit THEIR nationals

Tifone: that would be impossible really. Loren what you propose is actually what the OP and I and probably others (not reading back to check) propose too
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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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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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  #9  
Old December 8th, 2008, 05:01 PM
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Default Re: recruit THEIR nationals

Im not sure how taking a castle would give access to the national summons. I mean in game logic.

The prolem with giving them ALL of the units is that it would have to be done thru the magic sites.
A) Im not sure if everything we want done can be done in just 4 sites
B) it would clutter up my recruit screen while I still own my castle because all of the non-national units would show up twice.
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  #10  
Old December 9th, 2008, 11:51 AM

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Default Re: recruit THEIR nationals

Except #com doesn't work.
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