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  #41  
Old September 14th, 2008, 01:21 AM
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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

Your graphics work very well. Good luck with your mod.
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  #42  
Old September 14th, 2008, 01:35 AM
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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

Yes, you're doing a fantastic job with the graphics.
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  #43  
Old September 15th, 2008, 06:20 PM
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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

There'll be cavalry in EA & MA, and the nation is more & more tibetan-flavored.

The original idea of a "conspiracy theory Shangri La" with its hidden masters who plan to dominate the world will go in LA, because I can't use all the informations I found about Tibetan culture in only one era, so I'll use EA & MA for this, and keep LA for the original idea.

I hope MA will be ready for testing (and I'll need YOU all for this...) next week, and EA soon after...
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  #44  
Old September 15th, 2008, 07:15 PM
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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

Well I can't test it at the moment, but if you list the stats you're using in the thread (see my Aksum thread for an example), I'd be happy to comment on them. Keep in mind that it's been several months since I've actually *played* Dom3, so I may not be the most accurate judge of what's what--but I'll be happy to help.
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  #45  
Old September 16th, 2008, 05:51 AM
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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

OK, so here are the stats for Shangri La's units. I'll add summons' stats later, as well as national spells when they'll be finished.

And please tell me if the units' cost (gold and resources) seems correct, I'm not sure for some of them...



Shangri La:

Likes Cold 2.

Starting Units:

20 Bhôdpa Archers.
20 Shangrilan medium Infantry (with falchion and shield).
Bhödpa Sde Pa.
Bhödpa Scout.


Starting Sites:

-Hidden City of Shangri-La. Astral 2, Earth 1. Allows recruitment of Guardian of the Hidden Valley, Rje, Hidden Master.
-Mount Yung-drung. Air 1, Earth 1. Allows recruitment of Mi Dred, Wise One.

PD: 1-20 1xShangrilan medium Infantry (w/ glaive), 1xShangrilan Archer. Commander: Dmag Dpon. 21-125 , 1xRta Pa, 1xShangrilan Crossbowman. Commander: Trapa

Units:

Bhödpa Spearman : Hp 10, Size 2, Str 10, Att 10, Def 13, Prot 7, Mor 10, MR 10 Mv 11(2), Prec 9. Weapons: Spear, Javelins. Armor: Leather hauberk, Reinforced leather cap, Shield.
Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 10, Res 8.

Bhödpa Archer: Hp 10, Size 2, Str 10, Att 10, Def 9, Prot 7, Mor 10, MR 10,Mv 12(2), Prec 10. Weapons: Dagger, Shortbow. Armor: Leather hauberk, Reinforced leather cap.
Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 10, Res 6.

Bhödpa Warrior: Hp 10, Size 2, Str 10, Att 10, Def 13, Prot 7, Mor 10, MR 10 Mv 11(2), Prec 9. Weapons: Falchion, Javelins. Armor: Leather hauberk, Reinforced leather cap, Shield.
Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 10, Res 11.

Bhödpa yack rider : Hp 12, Size 3, Str 10, Att 11, Def 14, Prot 7, Mor 10, MR 10 Mv 22(3), Prec 9. Weapons: Light Lance, Gore (Dmg 13, no strength added), Shortbow. Armor: Leather hauberk, Half Helmet, Buckler.
Mountain surv; Cold res. 75; Mounted.
Cost: Gold 20, Res 14.

Bhödpa Horseman : Hp 12, Size 3, Str 10, Att 11, Def 10, Prot 7, Mor 11, MR 10 Mv 25(3), Prec 10. Weapons: Light Lance, Hoof, Shortbow. Armor: Leather hauberk, Half Helmet, Buckler.
Mountain surv; Cold res. 75; Mounted.
Cost: Gold 20, Res 14.

Mda Pad (Shangrilan archer) : Hp 10, Size 2, Str 10, Att 10, Def 9, Prot 9, Mor 12, MR 11, Mv 11(2), Prec 12. Weapons: Shortsword, Composite bow. Armor: Full Leather Armor, Half Helmet.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 12.

Shangrilan Crossbowman : Hp 10, Size 2, Str 10, Att 10, Def 12, Prot 9, Mor 12, MR 11, Mv 10(2), Prec 12. Weapons: Shortsword, Crossbow. Armor: Full Leather Armor, Half Helmet.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 14.

Shangrilan Medium Infantry : Hp 10, Size 2, Str 10, Att 11, Def 8, Prot 13, Mor 12, MR 11, Mv 10(1), Prec 10. Weapons: Glaive. Armor: Scale Mail Hauberk, Half Helmet.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 17.

Shangrilan Medium Infantry : Hp 10, Size 2, Str 10, Att 11, Def 14, Prot 13, Mor 12, MR 11, Mv 8(1), Prec 10. Weapons: Falchion. Armor: Scale Mail Hauberk, Half Helmet, Tower Shield.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 20.

Shangrilan Heavy Infantry : Hp 10, Size 2, Str 10, Att 11, Def 7, Prot 14, Mor 12, MR 11, Mv 9(1), Prec 9. Weapons: Glaive. Armor: Full Scale Mail, Half Helmet.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 20.

Shangrilan Heavy Infantry : Hp 10, Size 2, Str 10, Att 11, Def 13, Prot 14, Mor 12, MR 11, Mv 7(1), Prec 9. Weapons: Falchion. Armor: Full Scale Mail, Half Helmet, Tower Shield.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 23.

Dmag Dar (Shangrilan Standard-bearer) : Hp 12, Size 2, Str 10, Att 11, Def 9, Prot 13,Mor 14, MR 11, Mv 10(1), Prec 10. Weapons: Falchion. Armor: Scale Mail Hauberk, Half Helmet.
Mountain surv; Cold res. 50; standard (5).
Cost: Gold 20, Res 17.

Dmag Hrag (Shangrilan Elite Infantry) : Hp 14, Size 2, Str 11, Att 13, Def 13, Prot 17, Mor 14, MR 11, Mv 8(2), Prec 9. Weapons: Falchion. Armor: Full Chain Mail, Half Helmet, Shield.
Mountain surv; Cold res. 50.
Cost: Gold 25, Res 27.

Rta Pa (Shangrilan Heavy Cavalry) : Hp 12, Size 3, Str 11, Att 12, Def 15, Prot 19, Mor 12, MR 11, Mv 23(2), Prec 10. Weapons: Lance, Falchion, Hoof, Composite bow. Armor: Rta Pa armor (Prot 19, def -3, enc 3), Half Helmet, Shield.
Mountain surv; Cold res. 50.
Cost: Gold 40, Res 9.

Shangrilan Guardian of the Hidden Valley : Hp 15, Size 2, Str 11, Att 13, Def 14, Prot 14, Mor 15, MR 12, Mv 11(2), Prec 10. Weapons: Falchion. Armor: Full Scale Mail, Half Helmet, Shield.
Mountain surv; Cold res. 50; Castle def. 1; Patrol bonus 1; sacred.
Cost: Gold 40, Res 44.

Mi Gö : Hp 20, Size 3, Str 16, Att 11, Def 10, Prot 5, Mor 13, MR 11, Mv 14(2), Prec 9. Weapons: Great Club. Mountain surv; Cold res. 100; Cold power 1.
Cost: Gold 20, Res 3.

Mi Gö Hunter : Hp 20, Size 3, Str 16, Att 11, Def 10, Prot 5, Mor 13, MR 11, Mv 14(2), Prec 11. Weapons: Spear, Javelins. Mountain surv; Forest surv; Cold res. 100; Cold power 1; Stealthy 5.
Cost: Gold 25, Res 5.

Mi Dred : Hp 25, Size 3, Str 16, Att 12, Def 10, Prot 14, Mor 13, MR 11, Mv 13(2), Prec 9. Weapons: Ice Cudgel (Dmg 8, Len 3, magic, second. eff. Cold). Armor: Scale Mail Cuirass, Bronze Cap.
Mountain surv; Cold res. 100; Cold power 1; Sacred.
Cost: Gold 40, Res 21.

Commanders:

Bhödpa Scout : Hp 10, Size 2, Str 10, Att 10, Def 11, Prot 7, Mor 10, MR 10 Mv 10(2), Prec 10. Weapons: Spear, Javelins. Armor: Furs, Reinforced leather cap, Shield.
No leader; Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 10, Res 7.

Bhödpa Sde Pa (Bhödpa Clan Chief) : Hp 12, Size 2, Str 11, Att 11, Def 13, Prot 9, Mor 10, MR 10, Mv 12(2), Prec 10. Weapons: Falchion. Armor: Scale Mail Cuirass, Reinforced leather cap.
Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 40, Res 14.

Dmag Dpon (Shangrilan Officer) : Hp 14, Size 2, Str 11, Att 11, Def 14, Prot 14, Mor 12, MR 11, Mv 8(2), Prec 10. Weapons: Falchion. Armor: Full Scale Mail, Half Helmet, Shield.
Mountain surv; Cold res. 50; Standard (5); good leader.
Cost: Gold 60, Res 22.

Rta Dma Go (Shangrilan Cavalry Commander) : Hp 14, Size 3, Str 12, Att 12, Def 17, Prot 19, Mor 13, MR 11, Mv 23(2), Prec 10. Weapons: Lance, Falchion, Hoof. Armor: Rta Pa armor (Prot 19, def -3, enc 3), Half Helmet, Shield.
Cold res. 50, Mounted; Standard (5).
Cost: Gold 80, Res 41.

Rje (Shangrilan King) : Hp 16, Size 2, Str 13, Att 13, Def 17, Prot 14, Mor 12, MR 11, Mv 8(2), Prec 10. Weapons: Falchion. Armor: Full Scale Mail, Half Helmet, Shield.
Mountain surv; Cold res. 50; Standard (15); expert leader; Sacred.
Cost: Gold 140, Res 22.

Trapa (Shangrilan Monk) : Hp 10, Size 2, Str 10, Att 11, Def 9, Prot 1, Mor 12, MR 11, Mv 12(2), Prec 10. Weapons: Fist. Armor: Robes. Mountain surv; Cold res. 50; Poor leader; Sacred.
Astral 1, Holy 1, 20 % chance Air, Earth or Astral.
Cost: Gold 50, Res 2.

Ngagspa (Shangrilan Sorcerer) : Hp 10, Size 2, Str 10, Att 10, Def 10, Prot 2, Mor 11, MR 13, Mv 12(2), Prec 10. Weapons: Phurba (Dmg. 3, Len 0, Att +1, magic, dmg x2 vs.demons). Armor: Robes.
Mountain surv; Cold res. 50; Poor leader; research bonus -3.
Earth 1, Death 1, Nature 1, Blood 1, 50 % chance Air, Earth, Death, Nature or Blood,50 % chance Air, Earth, Death, Nature or Blood (twice, it's not an error).
Cost: Gold 150, Res 2.

Demon Hunter : Hp 11, Size 2, Str 10, Att 13, Def 11, Prot 1, Mor 15, MR 12, Mv 12(2), Prec 10. Weapons: Phurba (Dmg. 3, Len 0, Att +1, magic, dmg x2 vs. demons). Armor: Robes. Mountain surv; Cold res. 50; poor leader; Sacred.
Fire 2, Astral 1, Holy 1, 50 % chance Air, Fire, Astral, death or Blood.
Cost: Gold 160, Res 6.

Ragyapa : Hp 11, Size 2, Str 10, Att 11, Def 10, Prot 1, Mor 13, MR 12, Mv 12(2), Prec 10. Weapons: Kukri (Dmg. 3, Len 0, Att +2). Armor: Robes. Mountain surv; Cold res. 50; Poor Leader; Sacred.
Fire 2, Astral 1, Holy 1, 20 % chance Air, Earth or Astral.
Cost: Gold 120, Res 4.

Nyingmapa (Red-Hat Lama) : Hp 10, Size 2, Str 10, Att 10, Def 10, Prot 3, Mor 16, MR 13, Mv 14(3), Prec 10. Weapons: Fist, Lightning. Armor: Robes.
Mountain surv; Cold res. 50; Poor Leader; poor magic leader; Sacred.
Air 2, Earth 2, Astral 2, Holy 2, 100 % chance Fire, Air, Earth or Astral, 50 % chance Fire, Air, Earth or Astral.
Cost: Gold 240, Res 2.

Gelug (Yellow-Hat Lama) : Hp 10, Size 2, Str 10, Att 10, Def 10, Prot 2, Mor 16, MR 13, Mv 14(3), Prec 10. Weapons: Fist, Lightning. Armor: Robes. Mountain surv; Cold res. 50; Sacred; OK Leader, poor magic leader.
Air 1, Earth 1, Astral 2, Holy 2, 100 % chance Air, Earth or Astral, 20 % chance Air, Earth or Astral.
Cost: Gold 220, Res 2.

Karmapa (Black-Hat Lama) : Hp 10, Size 2, Str 10, Att 10, Def 10, Prot 1, Mor 16, MR 13, Mv 14(3), Prec 10. Weapons: Fist, Lightning. Armor: Robes.Mountain surv; Cold res. 50; Fortune teller (10); Poor Leader, Poor undead Leader; Sacred.
Air 1, Astral 3, Death 1, Holy 2, 100 % chance Air, Earth, Astral or Death, 20 % chance Air, Earth, Astral or Death.
Cost: Gold 230, Res 2.

Hidden Master : Hp 12, Size 2, Str 10, Att 11, Def 10, Prot 3, Mor 16, MR 13, Mv 14(3), Prec 14. Weapons: Fist, Lightning. Armor: Robes. Mountain surv; Cold res. 75, poison res. 50; NNE; Flying; Stealthy 10; OK leader; Sacred.
Air 2, Earth 2, Astral 3, Holy 3, 100 % chance Fire, Air, Earth or Astral, 20 % chance Fire, Air, Earth or Astral.
Cost: Gold 360, Res 2.

Summons:

- Yeti
- Local demons
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  #46  
Old September 16th, 2008, 08:57 AM

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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

all you mages are very powerfull, I think they are all too cheap, 50 gp extra each at least

seriously a holy 1 astral 1 mage + random of 20 % for more paths is way way way unbalanced.. and that is starting with the weakest mage.

I'd put 50 gp on top of each mage below 200 gp and 75 on top of the mages more than 200 gp and then they are probably STILL to good for the cost.

I'd try compare them with equivalent mages in the game with same number of "magic points" in total and same highest path level.. and then don't take the cheapest comparison for each but a mid priced one.

ARGGG they are ALL sacred AND NOT OLD AGE....(most sacred powerfull mages are old age) seriously adding 75-100 gp on all mages would probably be the right thing to do if you don't want to grossly overpower this nation.

Your cavalry could use a few gp more and quite some resources more (heavy cav 9 res must be type but still..)

Overall I think you are giving this nation a bit to much of everything (strong troops with a wide range of the best weapons (composite bows, crossbows, falchions etc etc)< heavy armor, strongish sacreds, and a selection of the most powerfull mages in existance.

All those mages covering all paths is allready a bit much for me, IF you insist on having such powerfull SACRED mages they should be priced accordingly in the first place, secondly I think they should be offset by weaker troops and a poorish sacred.

Of course this is all only if you intend to balance the nation to vanilla nations.. if you just want a nice and thematic nation to play with all of this is of no concern and the AI might actually be a nice opponent with this race... but there is no way in hell that I'd play against this nation in a serious (time consuming) MP game.
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Last edited by Aezeal; September 16th, 2008 at 09:05 AM..
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  #47  
Old September 16th, 2008, 01:45 PM
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Red face Re: New nation : Shangri La, Hidden City of the Secret Masters

Well, in fact, the Rta Pa resources cost is 44, my mistake .

I was hesitating about the Crossbowman, he'll move to LA .

The problem is that the nation is based on Tibetan armies. they had quite heavy infantry, and light infantry too, so I guess i'll remove the medium infantry.

About armaments, I may change Falchion for broadswords, for some troops, because I just found examples of tibetan sword with a straight blade.

I think I'll keep the sacred troops, but for a higher cost (about 60 gp each).

About mages covering all magic paths, the problem is thematic : tibetan lamas and sorcerers have the reputation of being VERY powerful. Tibetans seems to be obsessed by sorcerers. And demons. And curses. And sorcery . So, I think I'll keep the diversity, but reduce the levels of most mages. And rise their cost.

Oh, and most of them are old, it's just that i forgot to mention it. Ngagspa aren't old because they have Nature magic. Hidden Masters aren't old either because they are meant to be superior & enlightened beings (and some of them are old nevertheless...). Not all Demon-Hunters are old, but some are (because of Fire magic). There are Mi Gö mages, too, but they are cap only, and not so powerfil. Their main interest is that they are water mages (they have Water 1).

And, YES, I want this nation to be thematic, but I also want it to be the more balanced possible.

Thanks for your advice, and be lenient, please , it's my very first mod !
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  #48  
Old September 16th, 2008, 08:40 PM
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You might consider raising the price, but also giving the Hidden Masters (only) Self Healing. It seems (atleast to me) to fit them. I agree that they should be elderly, but the heal tag will offset this. If you go with Self Healing, I'd recommend raising the price to 500 gold. That's still really expensive for a human troop-even one with superhuman powers.

Another way to balance them out that you might consider would be to start them off Horror Marked. The idea being that the void lords and such would want to take down such powerful entities as the Hidden Masters-I mean, they're 'Hidden' for a reason, right?

No idea if this is currently possible, though, sorry.
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  #49  
Old September 17th, 2008, 08:03 AM

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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

Your proposed changes sound nice, I'd still increase the cost though..

no need to give hidden masters old age.. if the are nearly immortal you could just increase their livespan. INcreasing price might be enough.. 500 might be a bit too high since 500 gp troops usually are good SC chassis too.. but 400-450 might be good.
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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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  #50  
Old September 17th, 2008, 09:58 AM
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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

I have considered giving the Hidden Masters Self-Healing, but thought it was really too much.

I have decreased slightly their magic paths levels and diversity): they now have Air 2, Earth 2, Astral 2, Holy 3 & 100% chance for Air, Earth or Astral, plus another 10 % for Air, Earth or Astral.

I also raised their cost up to 400 gp, after comparing them to : Arch Theurg, King of Rain, Hangadrott, Celestial Masters (of the differents eras), Nagarishi, Tuatha, Tuatha Sorceress, Niefel Jarl, Fomorian King & Grand Master.
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