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  #1  
Old March 7th, 2008, 04:37 AM
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Default New Nation: Hellgate

Version 0.04

LE Demonic nation.

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With the end of the Angelic Wars and the dissolution of the alliance with Nephilim, some of the demons that fought in the wars were allowed to remain. A plan was conceived by the Princes of Hell - to use those demons as a means by which more demons could escape. The remaining demons were charged with finding the weakest boundary between Hell and this realm. They were to construct a city on that spot and create a portal through which the demons will pour into this world. The spot was found, the city built and the Hellgate created. Now with the assistance of Hellions, children of demon and man, the path to escape and conquest can be opened for the demonic hordes. In order to speed up the Great Migration the inhabitants of the city have been allowed to specialize only in the ritualistic blood magic. There is no holiness to be found in New Gehenna since it is an extension of Hell.

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Last edited by Amos; October 18th, 2008 at 10:35 AM..
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  #2  
Old March 7th, 2008, 08:08 AM
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Default Re: New Nation: Hellgate

:'( Amos!!! we love your mods! we'll help you brainstorm more ideas!
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Old March 7th, 2008, 08:34 AM
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Default Re: New Nation: Hellgate

I dont lack ideas Thats why I highlighted "wanted" I'm just repeating myself at this point. How many guys with swords can you make?
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Old March 7th, 2008, 08:39 AM

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Default Re: New Nation: Hellgate

What do you mean Amos?
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My mod nations: Tomb Kings and Vampire Counts
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Old March 7th, 2008, 08:41 AM
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Default Re: New Nation: Hellgate

Start giving them different weapons! problem solved!
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Old March 7th, 2008, 08:43 AM
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Default Re: New Nation: Hellgate

I mean how many different kinds of guys with swords can you make before they all start to look alike? All the truly original mods are already made. I looked at my latest mod and it looked just like the previous few.

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Start giving them different weapons! problem solved!
I tried that in my "Travelers" mod. But its still swords and axes no matter what you call them.
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Old March 7th, 2008, 09:03 AM

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Default Re: New Nation: Hellgate

Perhaps you could focus on spell modding or even mapping, if you need a change of pace/scenery.

I think it's good to take a break, go back and update older mods sometimes though.
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Old March 7th, 2008, 05:18 PM

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Default Re: New Nation: Hellgate

I can definitely see Amos making us some nice spells should he feel like doing so .
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Old March 8th, 2008, 12:36 AM
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Default Re: New Nation: Hellgate

It'd be awesome to have a fairly big mod that adds alot of new spells, probably focusing on new and exotic summons, but some effects are a little limited.

And sombre's right about the break, I haven't made a mod in ages and my imagination's going nuts, but I've yet to settle.....
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Old March 8th, 2008, 01:41 AM
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Default Re: New Nation: Hellgate

Quote:
Amos said:
All the truly original mods are already made.
This I do not understand at all, every mod I personally work on, or someone else's mod I try, gives me enough material and ideas to create two more. Even if I had a hundred fold more time than I do now, I don't think I would be ever done.

My advice to you, (if you really want to keep at it, and not actually go for a break, which is perfectly fine, and probably healthy, considering your prodigious output) try examining a mythology you're unfamiliar with. Or watch the history channel, or examine fantasy games and worlds you like, or pick up some fantasy book you've been putting off, or read an online developer diary about ideas that were left unused.

There are plenty of sources, and yes, many things are impossible to recreate in Dominions, but just as many are possible.
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