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

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  #51  
Old April 25th, 2008, 04:51 AM

Sombre Sombre is offline
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Default Re: Age of Wonders Mod

I believe nothing, because they already have it. If you own the unique creature and summon it it will appear at your cap though.
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  #52  
Old April 25th, 2008, 06:20 PM

Professor_Dyar Professor_Dyar is offline
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Default Re: Age of Wonders Mod

Thanks Sombre - yeah, I'll be doing heroes as unique summons, then.


Meanwhile, I have figured out how to deal with ships and navies. The only problem now is finding graphics for them (any help would be appreciated. )

Every nation will get seaman units, who will be poor amphibians that can be produced in their respective fortresses. They will also have seacaptain commanders for them, who will likewise be poor amphibians. These units will have wooden hulls for armor (either protection 15, or if possible automatically casts Friendly Currents), and will have very high resource costs relative to their gold costs. Some nations will obviously have better seamen units than others, and some particularly capable seacaptains will be able to bypass water provinces entirely by sailing. Naturally, underwater races in Dominions will be better combatants in the water than these seamen!

Nations will also have ships, which can also be produced in fortresses but will be fully aquatic; thus, a land-nation will have to capture a sea-province first (with seamen), and then build or capture an undersea fortress, before it can build ships. Ships will have even larger resource costs, and will genuinely have good protection values, and a lot of attacks. They also have extreme vulnerability to lightning and fire, so amulets of the fish and similar items will be difficult to use. There will also be an earth spell in the Enchantment school that will create an amphibious ship, a la ships with All Terrain Movement in AoW. A few unique (heroic) flagships will also have magical capabilities.

A handful of nations will have access to airships, which will be amphibious, have flying, sailing, and command capabilities. Most of these will only be available through Construction, but the Dwarven Balloon, the Syron Forceship, and the Shadow Demons' and Element of the Secret's ship will be buildable (although almost prohibitively expensive, except also insanely powerful).


So here's the breakdown for what I am thinking for the current mod:

Humans - Swashbuckler is one of the better seamen, especially on land as they have pistols. Humans also have a wide variety of warships once they get established on the sea. Humans also have a racial summon of the Air Galley, which will be a powerful flying ship.

Azracs - The Azracs make pretty good pirate seamen, and as a result are able to get into the water more quickly than other land-dwelling nations. When they get underwater fortresses, they have fairly cheap small warships, but will need to rely on quantity over quality once other nations start facing them with ships.

Frostlings - Although the Frostlings will have seamen like everybody else, it will be their amphibious racial summons starting with Dire Penguins and then later Frost Queens that will provide them with their advantage on the sea. Frost Queens will be able to lead land-dwelling troops into the sea as well, making seamen essentially obsolete. Frostlings will have war rafts, but will not equal other races' ships.

Lizardmen - Equipped with numerous amphibious units, including summonable amphibious monster turtles, the Lizardmen will neither use nor need ships.

Elves - Elves will have good but expensive seamen, although they will be both capable at and especially vulnerable to ranged attacks on land. Elven ships will be small and fast for the most part, except for their flagships, which will be huge and powerful, but very costly to produce. The Elves will also have unique summonable hero ship, one of the few ships that can use magic. Lastly, the Elves will also be able to summon very small, weak airships, more useful for scouting than for anything else.

Halflings - Halfling seamen will be fully amphibious instead of poor amphibians, but will otherwise be weak, requiring great numbers to defeat any aquatic troops. They will have water-capable commanders, though. When the Halflings gain access to ships, they will have almost no gold cost (signifying their mercantilism), so while weak, they will be able to amass them in colossal numbers with very little upkeep. Halflings will also be able to create an airship via Construction and Fire, but it will be mostly a transport unit and not for war.

Dwarves - Dwarven seamen are lousy, but they do have them. When the Dwarves finally get underwater forts, they will not be able to produce small cheap warships, but will have a full complement of powerful more expensive ships. The Dwarves will have the same airship the Halflings do, but they will be able to build it instead of have to "summon" it.

High Men - The High Men will be generally average as far as navies go. They will have the same basic units as Humans, but won't have the Swashbuckler.

Dark Elves - Like their light bretheren, Dark Elven seamen are expensive but good, and share the same strengths and weakness. However, unlike the light Elves, they will not have powerful flagship warships at underwater forts.

Orcs - Orc seamen will be strong but not good fighters, even without being poor amphibians. They will have fairly powerful weapons for seamen, however. Orc ships have the weak cheap warships and powerful battleships, but nothing of intermediate size. They will have access to Construction and Fire balloons, though.

Goblins - The usual tactic of goblins is vast quantities of chaff that simply overwhelm the enemy, even their supercombatants. Goblins will not be any different at sea than on land in this regard. They will have access to Construction and Fire balloons, though.

Undead - The Undead have no seamen, but are poor amphibians already. They do have ghost ships, which will probably be superior to everybody else's ships except maybe the Elves since the ghost ships will be ethereal, but they will not otherwise be particularly powerful. A magically-equipped underwater army will defeat undead navies easily.

Tigrans - Tigrans at sea are like the Azracs, only moreso. Their seamen are strong, able pirates, but they have only the cheapest, weakest, of ships.

Draconians - The Draconians will not have seamen, although there may be amphibious varieties of Draconians that can enter the sea. The Draconians will not have ocean-going warships either. They will have airships accessible through Construction, but these will not be as powerful as those of the Humans. The fact that core Draconian units are themselves able to fly, however, makes up for this deficiency.

Syrons - Because they are derived from late Atlantis, the Syrons will have a wide access to amphibious units and will have no need of seamen. They will have Astral-constructable airships, however.

Shadow Demons - Because they are derived from early R'lyeh, the Shadow Demons will have plenty of amphibious (and aquatic) units, but will have numerous summonables. They will also have a flying amphibious warship that is so expensive to build that it is almost prohibitive, but if they actually should build one, it will be powerful enough to function as a supercombatant with few or no additional modifications.
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  #53  
Old May 12th, 2008, 02:55 AM

Professor_Dyar Professor_Dyar is offline
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Default Re: Age of Wonders Mod

Argh - next weekend, next weekend, I will finally have time to actually work on this!

Quick design advice question:

I'm basing the Humans off of late-era Man, which means that I have a lot of essentially ready-made units on hand already. There really are only a handful that I need to add. However, this won't necessarily be the case for some of the other races. (1) Is it possible to remove a unit from a nation's lineup without clearing the nation entirely? (2) Are there any drawbacks/objections to making the list of buildable units for a nation too cluttered by adding lots of more units?
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  #54  
Old May 12th, 2008, 09:49 AM
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Default Re: Age of Wonders Mod

1) No. You need to clear the whole lineup with #clearrec, then rebuild it.

2) Confusing user interfaces generally irritate people. So I suggest you just clear the lists, because all you need is several #addrecunit <monster nbr> commands in a row for the units and #addreccom <monster nbr> for commanders. Not hard to do. That way you can also decide the order in which the units appear in the recruitment screen.
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  #55  
Old May 12th, 2008, 01:51 PM

Professor_Dyar Professor_Dyar is offline
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Default Re: Age of Wonders Mod

So there is a #clearrec command - I see it now, it's in the "Name, Era & General" section of the reorganized modding manual, not in the "Unit Lists" section where I was looking for it. Thanks for pointing it out! This is going to be a big help when it comes to certain nations like the Elves (based on Tir'na n'Og) and the Dwarves (mid Agartha). The units I want to add will duplicate the functions of a lot of the units already there...


By the way, I posted (or thought I did) a thread on unit graphics for this mod, but I don't see it now and searching for it turns up empty. Is it so much of a fax pas to have more than one thread per project that the moderators deleted it, or did I slip and not post it?
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  #56  
Old May 12th, 2008, 03:58 PM
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Default Re: Age of Wonders Mod

Right you are. I ought to have put that in with the Unit lists stuff, but I guess I was thinking of having all the #clear commands one after another. I'll move it once the new patch and the new modding commands come out.
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  #57  
Old May 19th, 2008, 03:29 AM

Professor_Dyar Professor_Dyar is offline
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Default Re: Age of Wonders Mod

Okay, time to actually work on this.

First, does anybody reading this (hopefully it's not just Edi and myself!) know where I could get sailor and ship graphics? Sailors I guess I could start with either Marignon's late-era captains and admirals and work from there, but I don't have anything that could pass for a ship.
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  #58  
Old May 19th, 2008, 09:38 AM
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Default Re: Age of Wonders Mod

Take a look at the pirate graphic too. There is one, because one mercenary group is pirates with a sailing commander. Ship graphs you need to do yourself or find somewhere else.
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  #59  
Old May 25th, 2008, 02:31 PM

Duncan_Frost Duncan_Frost is offline
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Default Re: Age of Wonders Mod

I've only ever played the AoWII demo, but I enjoyed it a lot and i'm looking forward to this mod.
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  #60  
Old May 25th, 2008, 06:46 PM

Zentar Zentar is offline
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Default Re: Age of Wonders Mod

This project seems massive. I haven't played AoW in five years but I still remember the nations. Good luck!

There is a map project here,(The map that will never be) that is also a massive undertaking and a work of art. From time to time we get project reports on that one also.
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