View Full Version : Current projects
Sombre
March 11th, 2007, 06:03 AM
I thought I'd make a thread going over a few things I'm working on right now, find out which things interest the people here - after all I don't want to make a mod that no-one else will play. I will probably make all of these mods, I just want to know which ones you are interested in, if you have any suggestions etc.
LA Jomon, Broken Swords (name subject to change). This replaces Jomon in the late era. The feudal reign of the samurai began as normal, but then a great catastrophe struck. The Taiko, ruler of all Jomon became quite mad; raving about demons and vampires he murdered his wife and consorts, had his personal guard slay all the women in the capitol and put out an order for all females above the status of peasant to be dealt with in similar fashion. Worsening the situation, as the country descended into frenzied bloodshed and factional disputes a great plague swept the land, devastating solely the remaining female population. Exactly one year after the chaos strange and alluring women appeared from the east and within a generation dominated society completely, bending the minds of the once proud samurai and symbolically breaking their swords.
Samurai are replaced by samurai thralls - they are still well equipped (though not with forbidden katana) and skilled, but they have lower morale and are physically weak: their wives drain their energy to remain young. Thrall commanders lead the main military forces.
The nation is ruled by catlike demons who take the form of women and by immortal female vampires who drain blood through their fingernails. Plenty of blood magic here. They are supported by the spirits of young girls who were slaughtered in the chaos; The Buried (earth magic), Burned (fire magic) and Drowned (water) - aesthetically think of J-horror films. They all get death magic too.
You also get jawless clawed zombies (the corpses of women killed) called 'Handmaidens' and flying severed female heads. See, the women of the capitol were beheaded by the Taiko's personal guard who have now been cursed to become the sacred elite of the nation - they are still allowed their nodachi, which are possessed with constant hunger and snarl as they slice into enemies to drink blood (lion attack sound).
I'm going to make this one for sure because I've put a lot of thought into it, but perhaps people here aren't too keen on it, so maybe I'll make something else first. Here are three other projects I'm also working on.
Firstly, The Empire. These are the counterpart to the Avernum nation I made first. They have evil priests, precise and numerous battlemages and some nice heavy infantry. They also have ogre brute squads. No cavalry. For MA so they can go up against Avernum.
Anglia, Land Overturned is a nation based on the literature of the English Civil War. They are a society divided between the Aris (magical humans who are all about tradition, poetry and drinking) and the Parling, who are mortal humans of simple tastes, pure religion and solidity. The nation has poet-mages, Puritan priests and various other contrasting units. Becuase the Aris are magical and the Parling ordinary you need to have different commanders to lead them. The nation is also a refuge for satyrs fled from Pangaea who have become sacred and empowered by Arisian wine - they form the sacred bands of Bacchusian warriors. I haven't decided on period, but LA or MA is all that makes sense.
Arga Dis, Blood of Warriors (another name change in waiting) is a sister nation to EA Arcoscephale in much the same was as Lanka is to,.. Bandar is it? Or Patala? Anyway, it's a nation of extreme warriors (think spartans) who worship war and bloodshed. They have elite Red Achillans who are virtually invulnerable having been 'dipped' in blessed blood, various psychotic infantry units, Helgrot slave chaff and blood drinking cavalry riding the hated man-eating Mares of Dis. All of their leaders are fighters, some with blood magic. The giant Gilgans are at the top of the food chain (literally, they constantly eat slaves and injured warriors) and have considerable power. Many Arga Dis units will fight on after taking lethal damage, only to collapse dead at the end of the battle. This tends to make their conflicts incredibly violent, especially given their insane morale and berserker units. Their priests cannot preach (they have no interest in arguing their way of living to slaves).
BandarLover
March 11th, 2007, 04:14 PM
I like all of the ideas you have here. The Empire nation would be cool to have since I already have the Avernum nation you released. And the other nation ideas sound very strange indeed. (Non preaching priests? Waaaa?) So just clone yourself and work on all of them at once. http://forum.shrapnelgames.com/images/smilies/wink.gif
But I guess if I had to choose, I would go with the Jomon idea. Mainly because the Jomon nation as is is sorta bland (besides their summons, I guess) Plus, you do real good work on replacement nations. Iron Faith Ulm Reborn is fantastic.
lch
March 11th, 2007, 04:43 PM
Broken swords sounds really cool. You should make some of the units you described, like the disembodied flying heads, into national spells, like "Call Ancestor". Otherwise very nice concept.
The Empire is what Ermor already is in my eyes. Sounds a bit like LA Marignon, too.
Anglia is interesting. I somehow dislike the Bacchusian warriors because I can't make the link between satyrs and english noblemen/commonfolk, but the basic idea sounds good.
Arga Dis sounds like what people that watched Frank Miller's 300 already asked for (? haven't seen it, dunno), I don't know how you are going to implement the ideas you had about them, though, the thing where they drop dead after battle for example. Does this mean that they somehow get additional HP that are removed after battle, or do you want to make one-shot troops like gladiators? The priests are going to have to make blood sacrifices like Mictlan, I see...
Sombre
March 11th, 2007, 11:12 PM
Arga Dis: They will have dominion spread and temples will work in the normal way. Their priests just won't be able to preach. They won't be able to make blood sacrifices. You can quite easily make units fight on after they're dead - you just give them a temporary second form when they 'die' like the lobster rider, wolf rider,.. only you make sure the second form has the same name, uses the same graphic (or a copy, bloodied up) and has similar abilities. This way you can win a battle but have half your guys drop dead afterwards. I said in another thread that I was going to make a nation within similar themes to 300, but there's no direct link.
Empire: I suppose they're a bit bland and standard 'evil empire'-esque, but they do have their own nifty graphics and they're obviously fun for Exile fans or people who play Avernum. I'll use my imagination to spice them up a bit (like Avernum).
Anglia: If you read some Cavalier poetry you'll see plenty of links between England and a mythologised classical world. This isn't a historically accurate civil war military nation; it's firmly based on the literature. In the Anglia backstory they have magical wine which powers their poets, transforms people into satyrs and so on. The Parling make for more reliable, cheaper and heavier troops though (New Model Army).
Broken Swords: The severed heads and zombie women will be summoned somehow. Possibly call allies, possibly a cheap spell, possibly a battle only summon. Not sure yet. Everything else (including humanoid demons) will be recruitable, like Lanka.
I'll see if anyone has more comments. I don't mind which order I make these in, since I plan on making them all for sure eventually. It's up to you guys.
Sombre
March 17th, 2007, 04:58 AM
I've decided to work on Arga Dis and Jomon Broken for the moment, while finishing off updates to Ulm Reborn and Vaettihiem (balancing changes mostly).
Here's the Jomon Broken details for you all. I'm far from finishing all this stuff so don't expect it for a bit. I'll put up the Arga Dis details later.
Jomon, Broken Swords (LA)
Strengths:
Good magic variety
Cheap samurai thralls
Seduce, spy, assassinate - they do it all
Undead swarms, some flying
Cat Demons hard to finish off
Stealth army capable
Loyal Dog Samurai
Weaknesses:
Morale problems
Vulnerable to priests/holy damage
Good troops very expensive
Dodgy thrall based PD
Capitol only Sacreds
Troops.
Samurai Thrall (yari) - str 9 hp 9 mor 9 on all thrall
Samurai Thrall (naginata)
Samurai Thrall Cavalry (lance, mace)
Bandit Cur (stealthy, prototype of Dog Samurai)
Dog Samurai (demon, loyal with mor 14, 15 gold or so, tesubo weapon)
Cat Demon (aggressive werecatesque demon - changes to very hard to hit -awe 3 morale 1- female form and flees when badly hurt. Expensive.)
Sheathless (Elite no-dachi armed samurai guard, sacred undead, growling hungry blades)
Commanders.
Thrall Vassal (40ldr samurai thrall)
Twisted Daimyo (demonised daimyo, 80ldr, powerful physically, no morale problems)
O-Toyo (Stealthy Flying female seducer/spy/ruler/mageB2+element, second shape is the High Cat Demon)
High Cat Demon (stealthy, very powerful physically, same magic and leadership as first form)
Note: I don't think the AI uses shapeshift, so I'm making both forms available to recruit.
Drowned (little girl spirit, W2D2, undead)
Buried (as above, but E2D2)
Burned (as above, F2D2)
Shrine Maiden (Jomon human females respected/needed by the demonkind - H2 priests and undead leaders)
Summons.
Handmaidens (female undead, aggressive zombies)
Krasue (flying severed heads - mostly chaff)
Gaki (nasty little vampire ghoulesque undead with whipping tongues and lifedrain)
Kyuuketsuki (powerful flying female vampire leaders with long claws, immortal and B3D2 - summonable with only B2)
What do you think?
Sombre
March 19th, 2007, 04:18 AM
Arga Dis, The Blood Oath (MA)
Story: A society which venerates war and bloodshed. Their city nation watched over the imprisoned Gilgans, blood giants of great powr who had defied the Pantokrator. The Argan love of battle stems from a belief in an afterlife which rewards great warriors with sensual bliss; nonstop orgies of the palate and the loins. Following a terrible series of defeats, their city faced destruction and in their darkest hour they turned to the Gilgans. They were offered a pact; swear a blood oath of allegiance to the Gilgans, free them and provide slaves to satisfy their hunger and in return the Argans would receive a gift which would save their city. The nobles agreed, Arga must not fall. The 'gift' was a glimpse of the afterlife for all who swore it - not a place of bliss, but a terrible abyss of conflict and neverending struggle ruled by those who could boast of killing the most, of feasting on flesh and blood. Those oathsworn Argans turned to their foes as changed men and fought like devils, consuming the fallen, killing their own kind too cowardly to join them in battle and bathing in the blood of their enemies. Arga was saved, at a price. It is now a brutal nation of war where glory and strength is all important and the common populace are mere slaves,.. even food for the Gilgans. Warriors swear a new form of the old oath, less favourable to the Gilgans. Some descendents of the original tragic oathsworn survive, though they lead the life of cursed untouchables.
Strengths:
Truly elite infantry
Powerful, frightening cavalry
Great morale
Haimgrot blood hunter
Commanders quite thuggable
Powerful Gilgan commander
Many troops fight on after lethal damage
Red Achillans
Weaknesses:
Weak priests
Shoddy PD below 20
No preaching
Generally expensive, outnumbered
Top troops aren't sacred
Scary Gilgan gluttony
No magical variety
Missile troops are for cowards
Troops:
Note: All sworn and oath units fight on after death in a temporary 'mortally wounded state' with berserk.
Helgrot (cheap, awful slave chaff with javs)
Argan Hoplite (upgraded basic hoplite)
Argan Mymidon (identical to hoplite with different equipment)
Sworn Brother (Available in hoplite and myrmidon flavours)
Sworn Orphan (double punchdaggers berserker)
Sworn Companion (ride nasty man eating mares which cause fear)
Oath Brother (myrmidon flavour only. Argan stats, but sacred, fight on after death, lower morale.)
Red Achillan (Super elite and very costly. 80 gold each maybe. They have very high natural protection, making them very hard to kill.)
Commanders:
Argan Captain (80ldr - solid warrior)
Sworn Champion (80ldr - excellent warrior)
Oath Father (40ldr, B2 H1, sacred - solid warrior)
Haimgrot (noleader, B1 dousebonus 2)
Original (120ldr, sacred - superb warrior)
Gilgan (B3, BFED random 50% 50%, giant, glutton, berserker, very expensive)
Thoughts? I've actually made quite a few Jomon Broken swords units now. I like my dog samurai :]
Juzza
March 19th, 2007, 07:51 AM
Ooo sounds interesting! if you by chance need a hand, heh anyway I think you've done well, except, I think you either need some more units, just 1 or 2 or some nation summons, just for variability! Because variability rocks! ahem, anyways yes sounds good, I can't wait to try this, is it done, when will it be done, I'm so excited.
Sombre
March 19th, 2007, 08:26 AM
Well that's just the stuff that will be in the first release. It's possible they'll get more content after that, although I'm not going to make anything as content packed as Avernum for a while.
And no, it's not done yet. It probably won't be done for a while too as I don't have that much free time coming up. I have about 20% of arga dis done and 30% or so of broken swords. Attached is a little bmp of dog samurai, just for fun.
In the meantime, I've made three other mods which I'm still fiddling with. You could give them a go. Ulm Reborn, Vaettihiem SE and Exile/Avernum.
Juzza
March 20th, 2007, 02:59 AM
Ah yes, tried a few of those, except Vaettihiem and since it's made by a fellow fan I now must try it!
Sombre
March 23rd, 2007, 12:57 PM
Progress is very slow, but I'm still working. I've sort of been sidelined by renewed interst in the conceptual balance mod and making CBM friendly versions of my mods (and zepaths too possibly).
Attached is another little preview, this time of a big ole kitty cat. This might end up being a pretender, or it might be a regular cat demon (nekoni) of some kind. It's for Jomon, Broken Swords.
lch
March 23rd, 2007, 10:58 PM
That's not a cat, that friggen thing is bigger than a Minotaur! http://forum.shrapnelgames.com/images/smilies/shock.gif
I like the updated info on both of your nations very much. Looks like a definately worthy thing to try out.
Sombre
March 24th, 2007, 12:16 AM
It's not that much bigger than the werejaguar. But yeah, it's not small. I'm still not sure if I want it as the Nekoni graphic or if it's going to be something else, like a special pretender.
It's not bigger than a niefel, anyway ;]
Sombre
March 28th, 2007, 10:53 AM
I decided to keep the big cat demon as the standard combat elite Nekoni.
Attached is a preview pic of a new commander unit, the Twisted Daimyo, which is able to lead both normal units and demons/undead. This makes it pretty versatile - it's also a scary thug if given the right stuff. These are the highest ranking males in Jomon and even the red Nekoni (previously previewed) fear them.
BandarLover
March 28th, 2007, 06:40 PM
Yes, very nice. http://forum.shrapnelgames.com/images/smilies/happy.gif
Very much looking forward to this mod.
Sombre
March 31st, 2007, 10:31 AM
The first release of Jomon Broken Swords is now 70% done. You can expect it in a week or so. As with all my mods it will then need playtesting and some extensive balancing changes. It will get a CBM version eventually as well.
Attached is a preview pic of all the new graphics so far. There are other units in the mod that use dom3 graphics, but I still need to improve the graphics for the spirit girls (you can see they look a bit odd right now)
I used some graphics from singularity's domplus mod; mostly as templates, but the yari samurai is all his.
Arga Dis is, quite frankly, giving me headaches. The hoplite and myrmidon graphics are strangely hard to work with. I'll stick at it, but it will probably be at a slower pace than Jomon Broken.
BandarLover
March 31st, 2007, 07:10 PM
Looks great Sombre. LA Jomon is kinda blah to me, so I'll prolly always keep this mod on. http://forum.shrapnelgames.com/images/smilies/happy.gif
Sombre
April 8th, 2007, 01:22 PM
Ok, a little heads-up. Jomon Broken's first release is 95% done. I just need to fix a couple of bits and upload it. It'll only be version 0.2 or so, so expect things to be changed a lot as time passes, especially balance wise. Hoping you guys will help me out with that and enjoy the new nation while you're at it.
Probably be up tomorrow.
In other news, I decided to go with an altered hoplite template for Arga Dis. Attached is a first preview - Arga Dis is lacking a lot of graphics but 'code' wise it's at maybe 50%.
Sombre
April 9th, 2007, 03:17 AM
Although it's kinda silly giving constant previews whenever I actually get around to making a graphic the Arga Dis one I just showed was seriously lacking and I'd like to make up for it.
So attached is an updated preview which displays perhaps my best work so far, the Sworn Brother and Sworn Captain (I think they turned out really well, very eye catching).
Here you have the basic Argan hoplite, the Argan Captain, the Sworn Brother, the Sworn Captain and the national flag (which will be altered a bit).
I'd love to hear some feedback, particularly about the Sworn.
Foodstamp
April 9th, 2007, 03:55 AM
Wow, your graphics are amazing. I really like the top one (The captain?).
Sombre
April 9th, 2007, 04:10 AM
The top row with the cloaks are Sworn; the Captain (leader) is on the left, Brother (infantry) is on the right. These are elite, but they aren't sacred and they're going to be worth the cost, so they might well make up a good chunk of the army.
The bottom row is the regular Argan Hoplite and Argan Captain (with the plume). They're still going to kick *** (att 11, def 11, str 11, 13 hp or so, plus a bonus shield bash attack) but they aren't as powerful as the Sworn. Arga Dis is an EA nation, so their hoplites are sort of prototypes of the MA arco ones - they use short spears. Neither Sworn nor regular Argans like armour very much, but I'm giving them new shields which will be very useful for parrying and surviving missiles. The problem of no armour is going to be nasty when you're facing AOE spells though.
BandarLover
April 9th, 2007, 08:38 AM
Friggin' sweet Sombre. Can definitely see the '300' influence. I think the Sworn Brother looks coolest, if I have to chose.
Edi
April 9th, 2007, 11:37 AM
Great graphics, Sombre. My hat's off to you. http://forum.shrapnelgames.com/images/smilies/happy.gif
Sombre
April 9th, 2007, 12:47 PM
Haha, yeah I saw 300 not so long ago, so there's an influence there. I already had a nation like this planned though, there's no direct link.
I just gave the new sworn and hoplites a playtest - they were making a /mess/ of the AI. I had about 20 sworn brothers going through lanka armies like a chainsaw. Like real hoplites their big problem comes when they're surrounded since their huge defence and parry melts away. As long as they were in a sort of 'block' though they were doing even better than I expected. For 30 gold a head though,... and only a leather cuirass for body armour,... well they don't seem overpowered.
I'll be messing about with myrmidon graphics again tomorrow. My first effort failed abysmally, so we'll see.
Oh and I /will/ release Jomon Broken. Soon. I promise ;]
Sombre
April 22nd, 2007, 01:35 PM
Progress update.
Released
Avernum, The Awakening (version 1.0 coming soon, no new content)
Ulm Reborn (Update soon, some new content)
Jomon Broken (Many updates, possibly content, pending feedback)
Vaettihiem SE (New content unlikely, near final)
Currently under construction
Arga Dis (needs more graphics, a little more code)
Anglia, Land Overturned (concept and unitlists done, needs code and some graphics)
The Empire (From exile game, needs code, graphics done though)
Conceptual Balance Mod PLUS (currently collecting information)
Various CBM versions (always ongoing project)
On the horizon?
LA Oceania (currently building concept)
Dai Gok (Vietnam / asia influenced, concept nearly done - uses some monkey units)
EA Muspelhiem (Niefelhiem but with fire giants, that's all I got)
Arjuk (Semi-Turkish Askari cavalry nation, fear causing units, that's all I got)
I have a few more to add later. As you can see, lots going on.
HoneyBadger
April 22nd, 2007, 01:52 PM
I'm looking forward to Muspelheim. Do you know the Norse also had earth-giants? the Bergrisar (mountain giants). The Niefel giants were known as "Hrimtursar", while Muspel giants were "Eldjotnar".
BandarLover
April 22nd, 2007, 03:12 PM
Damn Sombre. Spin those plates!!
Juzza
April 22nd, 2007, 09:24 PM
I personaly think one side of giants is enough! and theres already alot of nations based around fire, so you might wanna give the Muspehiem a bit of a twist to it for it take off as a good mod.
Sombre
April 22nd, 2007, 09:57 PM
Well at the moment they're just a concept - I thought Niefelhiem could do with a 'friend' just like Vanhiem having Helhiem. Obviously there's going to be quite the clash though - one will love heat 3, one cold 3. As a base for the nation I'm just going to mirror Niefelhiem and switch water/ice for fire/heat. Then once that's done I'll make them as different and interesting as I can.
BandarLover
April 22nd, 2007, 10:11 PM
Juzza said:
I personaly think one side of giants is enough! and theres already alot of nations based around fire, so you might wanna give the Muspehiem a bit of a twist to it for it take off as a good mod.
Yeah but...these are giants...ON FIRE! And uh, burning and stuff. What can I say, I'm a pyro. http://forum.shrapnelgames.com/images/smilies/happy.gif
Juzza
April 23rd, 2007, 12:03 AM
Well, just saying that there is Abisya that has everything to do with fire, then you have Ermor which in the early age has an aspect of fire, also theres mictlan whch also has a fire aspect, though mostly blood and agathara which also has a small fire aspect, adding another nation in the early age with a fire aspect, a large fire aspect to it, may be kinda hard.
Late age would be the best if it wasn't already cluttered with mods, cause thats only got, like 1 or 2 with fire I think, rather than 4.
Sombre
April 23rd, 2007, 12:06 AM
'Cluttered' with mods is an interesting way of putting it ;]
I don't think it's a problem that there's lots of fire in EA. There's lots of water too,.. lots of all magic. It just means they're in good company. Anyway this mod isn't going to be done for a while because I have about 5 or 6 other projects in line before it.
Sombre
April 23rd, 2007, 12:23 PM
In the spirit of keeping the few who regularly read this forum in the loop, here's another graphical preview of Arga Dis (ATTACHED).
Added to the 4 hoplite units we now have mountain dwelling Argan myrmidons called 'blackshields' - they have less armour than Arco myrms and lack the shield bash of Argan hoplites but are still far more armoured than all the other argans and have a mapmove of two due to their endurance and constant training.
You can also see the Sworn Companions riding Mares of Dis which have both hoof and bite attacks - they're man eaters after all. These guys are crazy powerful but very expensive - Arga is not a cavalry nation after all.
Finally you can see the 'slain sworn brother' unit, which is what the sworn brothers turn into when they take lethal damage. They then fight on but die at the end of battle no matter what. I might have gone a bit over the top on battle damage, but hey when you've taken lethal damage and are fighting on regardless I figure you wouldn't look so pretty.
llamabeast
April 23rd, 2007, 12:38 PM
Those sprites look very cool Sombre.
I can't believe how many projects you have on the go! And all that I've seen are of excellent quality, very exciting stuff.
HoneyBadger
April 23rd, 2007, 06:08 PM
I have to say that my personal feeling is, put Muspelheim in LA, just because the myths about them are very end-of-the-world armageddon stuff. You really don't hear a lot about them, except as pertains to Ragnaroc. They've only got the one real stand-out character, which is Surtr, while the Jotuns are always around from the beginning.
BandarLover
April 23rd, 2007, 06:36 PM
http://forum.shrapnelgames.com/images/smilies/eek.gif Yeah that pretty much sums it up.
Love the gore drenched spears of, I am assuming, the 'slain sworn brothers'.
Awesomeness!!
Sombre
April 30th, 2007, 03:19 AM
Since I've kept people up to date pretty much every step of the way regarding Arga Dis, here's a FINAL preview of the unit graphics.
The first version of the mod will be released next week, hopefully about the same time the next patch comes out.
It will include maybe one or two extra graphics/units on top of those in the preview. I still need to make slain versions of the horsies for instance.
Newly added: Red Achillan. Orphan. Gilgan. Sworn Captain Slain. Misborn.
Sombre
April 30th, 2007, 03:32 AM
Oh and just from looking at that oh so gold and red preview I've decided to name the nation Arga Dis, Blood and Bronze.
Foodstamp
April 30th, 2007, 03:38 AM
Simply incredible, I can't wait to try this mod out.
Sombre
April 30th, 2007, 08:48 AM
Thanks, I think graphically this is my best mod to date. Ingame the nation looks very distinctive and they are very powerful in melee to back it up. The big drawback is the expense of all these elite units.
BandarLover
April 30th, 2007, 08:51 AM
Great as always Sombre. Are you using the new sprite extraction for this now?
Sombre
April 30th, 2007, 08:58 AM
I used the sprite extraction only for the Gilgan unit, which is a modified Ancient One Lord. Attached is a graphical comparison; you can see I didn't really have to change that much to make a very different unit.
Juzza
May 1st, 2007, 02:40 AM
very cool, I can't wait for the mod!!
Sombre
May 2nd, 2007, 12:34 PM
Anyone here played Warwind or its sequel?
I am very tempted to dom3ify the Tharoon, Oblinox, Shamali and Eaggra. Probably as two races (Sun alliance and Overlords) rather than 4. Although warwind had some scifi and futuristic stuff in there, it was mainly fantasy and would translate very well. I think some of the graphics could be used as base templates too.
Rough ideas,...
OVERLORDS
Tharoon
Race: Nagalike purple guys, 8 AP, high MR, physically a bit weak, but skilled.
Military: Expensive ceremonial guard, assassins and rogues, poisoned and magical weapons, no cavalry,....
Magic: D+S mainly,. Good researchers, excellent but expensive casters.
Priests: Average.
Oblinox
Race: Three legged hippo people. Low MR, good morale, high HP, 10 AP.
Military: Various strong infantry, good prot options. No cav, only ranged are hard to amass elite troops.
Magic: E+F mainly, not a focus of the race, forgebonus.
Priests: Weak.
SUN ALLIANCE
Eaggra
Race: Plantlike guys. Numerous, siegebonus, domspawns.
Military: Excellent rangers, numerous chaff some of which is ranged, some light cav.
Magic: N+E mainly, average level.
Priests: Average.
Shamali
Race: Odd biege humanoids. Almost all sacred.
Military: Almost no prot whatsoever, quarterstaffs and other defensive weapons used, mr based chi attacks and martial arts. Trampling cavalry.
Magic: S+W mainly, all casters sacred, most commanders have some.
Priests: Strong.
Juzza
May 3rd, 2007, 03:25 AM
if you do this, may I suggest that you add some of the critters as spells only usable by the four new nations.
Sombre
May 5th, 2007, 04:21 AM
2 new nations. May well do.
Sombre
May 5th, 2007, 01:14 PM
While I was updating my mods to work with 3.08, I found the left side of my brain was at a loose end, so I doodled up this elite tharoon soldier for the Overlords nation I'm going to make.
It's attached. It was a quick job based on a naga, but I think it turned out ok.
http://www.shrapnelcommunity.com/threads/uploads/518392-tharoon%20elite.bmp
lch
May 5th, 2007, 03:46 PM
Looks a little bit like an Eldar to me... cool. http://forum.shrapnelgames.com/images/smilies/happy.gif
http://images.quizilla.com/W/wingednothing/1054141611_arguardian.gif
Sombre
May 6th, 2007, 06:57 AM
I'm on the verge of deciding to do a Warwind based nation next and here are some thoughts on the Tharoon/Obblinox alliance nation. I might make it as two seperate nations,... I might make the tharoon first, then slowly add obblinox until I have the whole nation,.. I'm not sure.
Anyway, this is a rough plan.
THAROON
UNITS
Servant (cheap infantry - spear/jav and sword/shield versions, very light armour)
Executioner (elite infantry - halberd and bone armour) CAP ONLY
Rover - (Drake/wyrm riding cavalry - ok armour, low morale, high cost, sword)
Rogue - (stealthy troop - light armour and two daggers)
Skytroop - (flying medium inf - good armour, mechanical/magic wings, magic weapon)
LEADERS
Overseer (whip armed basic commander ldr 40 no armour)
Destroyer (elite executioner commander - ldr 80) CAP ONLY
Assassin (ldr 10 stealthy 15 assassin, poison daggers)
Minister (powerful death/astral mage, excellent leader, level 2 priest) CAP ONLY
Psychic (weakish communion slave with mind blast)
Psionic (powerful astral mage with mind blast)
HEROES
Female assassin (with magic, very high wages) MULTI
Slayer Mortis (killing machine fighter, high fear, no magic) UNIQUE
Prime Minister of Death (Very powerful, high SD magic, immortal) UNIQUE
OBBLINOX
UNITS
Brute (primitive obblinox - club and furs)
Grunt (Standard heavy/med inf - battleaxe, good armour)
Veteran (upgraded grunt - battleaxe, heavy armour + single shot heavy arbalest thingies)
Guard (ranged patroller - crossbow, medium armour, patrol bonus)
LEADERS
Captain (grunt/vet leader, standard/banner effect)
War General (very thuggable, great leader)
Engineer (Siegebonus leader with a little magic)
Alchemist (forge bonus 25, but only minor fire and earth)
Warlock (Strong fire and earth combat mage - poor research)
HEROES
Venerable One (half captain half alchemist, good research) MULTI
Renegade Warlock (upgraded warlock) UNIQUE
Legendary Hero (superb thug and H3 priest) UNIQUE
Sombre
May 6th, 2007, 08:29 AM
After some further thought and tinkering, I've decided to make all 4 races and then see if it's worth combining them into 2 alliances.
The first race to be made will be the Tharoon, because I like them best and their units are distinctive and fairly easy for me to draw. Attached is a pic of three tharoon infantry units - The servant warrior, the Executioner infantry and the sacred Destroyer guard. All tharoon have natural prot of about 4 or 5 and the Executioner and Destroyer are wearing hybrid bone armour which is very good for the resource cost. The Destroyer is particularly well armoured, as you can see. The commanders for these infantry will just be slightly modified sprites. I've done the attack sprites but they aren't shown.
lch
May 6th, 2007, 11:10 AM
I have some graphics for a possible hero to that nation... http://forum.shrapnelgames.com/images/smilies/wink.gif *SCNR*
Sombre
May 6th, 2007, 11:34 AM
Hahah, Earthworm Jim. Nice.
Sombre
May 6th, 2007, 01:01 PM
Attached is a pic of the Tharoon Minister - their most expensive unit. He's double sized so you can see him better.
It's not 100% finished, but if you've ever played Warwind I think it will be very familiar.
For those of you that haven't, here's a page with pics and details of some tharoon warwind units.
http://www.cs.susu.ac.ru/games/hints/warwind/th_units.htm
Sombre
May 19th, 2007, 06:02 AM
Update of some graphics for Tharoon nation with attack sprites and whatnot.
I might do more tomorrow, but I've hurt my right arm so it's hard to use the mouse/Paint Shop Pro.
Juzza
May 19th, 2007, 07:44 AM
woa, is it actauly gonna be that big?
Sombre
May 19th, 2007, 09:36 AM
Is what actually going to be how big? Did I upload the wrong file?
Endoperez
May 19th, 2007, 11:36 AM
I think Juzza refers to one of the pictures that's double-sized. Tharoon Minister, at least, is double-sized. I don't know how he could've missed it when you spesifically mention it in the post, though.
Sombre
May 20th, 2007, 11:39 PM
It's a bit annoying that attachments seem to have gone crazy. The attachment above lists 24 downloads but I'm pretty sure that's 24 attempts to see it and 24 attempts that have failed.
Also the tharoon units page I was linking to has been closed it seems, which is a weird coincidence - it stays up for all those years then vanishes just when I'm using it. Doh.
Anyway, here are the latest details of the Tharoon Nation
Tharoon, Decadent Overlords
Racial abilities - AP 14.
MR 12
Hp 10
Str 9
Att 11
Def 11
Size 3?
Special Symbiote Bone Armour - low rcost, good prot.
UNITS
2 Servant Guard - 10 gold, spar/jav and sword/shield versions. Very light armour. Ok skills. Mor 9.
1 Executioner - quality infantry - halberd and bone armour
*1 Destroyer Guard - sacred elite infantry - halberd and heavy bone armour, bone crest
1 Rover - drake riding cavalry - metal armour, mor 9 and high cost, sword and shield.
2 Rogue - stealthy light infantry. Good melee skills. One with twin poison short swords, one with banefire crossbow/dagger?
1 Skytroop - Flying medium inf - good armour, mechanical/magic wings, magic blades, wings also a bonus weapon.
LEADERS
Overseer (whip armed basic commander ldr 40 no armour)
Executioner Prime - executioner commander, ldr80
Destroyer Prime - destroyer commander, ldr80, H1
Assassin ldr 10 superb assassin, magic blades. A real feature of the race.
*Minister H2, S3D3 with SD 110% random. Expensive. Ldr120.
Psychic S1 SD 10% communion slave. Mindblast?
Psionic S2, SD 110% random. Mind blast?
HEROES
Female super assassin (with magic, very high wages) MULTI
Slayer Mortis (killing machine fighter, high fear, no magic) UNIQUE
Prime Minister of Death (Very powerful, high SD magic, immortal) UNIQUE
Sombre
May 25th, 2007, 12:47 AM
Ok, because attachments aren't working right any more, I'm now testing out mediafire.
So follow this link to download a pic of the tharoon units I've been working on.
http://www.mediafire.com/?91yt4rdxdwn
Please give feedback if possible :]
Sombre
May 30th, 2007, 12:24 PM
Right, just to let y'all know, the next thing to be released will be the update to Vaettihiem, probably on friday or saturday.
After that will be the alpha/beta release of the Tharoon.
And then,.. well probably CBM updates to a couple of things, followed by some work on Jomon Broken and Arga Dis.
If I can get all of that done on the weekend, I'll move on to some stuff for LA Oceania.
Other stuff I've talked about,...
LA Oceania: I've made a few tasty graphics. I need to go back and reread the excellent discussion/thinking through thread we had on it though.
CBM extra mod: SCRAPPED. I might make a tiny change to the CBM putting bakemono to size 1 and making some other changes, but my strength is making units and nations, not tweaking stuff.
Anglia Nation: SCRAPPED. I made about 25% of this mod, but it's too generic. I deleted it.
Dai Gok: ON HOLD/SCRAPPED. I'm not as motivated to do this as I am other cool stuff I have planned.
Muspelhiem: ON HOLD/SCRAPPED. Same problem as Dai Gok.
The Empire: ON HOLD. Not scrapped - I have all the graphics ready, I'm just lacking motivation to code the counterpart to Avernum nation right now. Might suddenly get it done one weekend.
More Warwind nations: WORK IN PROGRESS. After the Tharoon I'll do the Shamali. The graphics are a bit tricky, but I have the army list all worked out.
Warhammer nations: FUTURE PROJECT? I'd enjoy doing them. I get nice relaxing graphics work, nothing too hard to code,... let's see if people are interested first.
llamabeast
May 30th, 2007, 12:36 PM
So do you enjoy graphics more than coding Sombre? That's interesting. Personally I think I would quite enjoy the coding but have no patience for the graphics. Maybe we could work together on a mod some time, if you fancied.
This skaven idea is growing on me (in the last minute or so). I think they would probably be the best Warhammer nation to adapt, at least at first thought. I do think a new angle would be needed on them though, to give them a more dominions-y feel.
Sombre
May 30th, 2007, 01:30 PM
Yeah, I'd be happy to collaborate on a mod. I do like the end result of coding, but I find making graphics more relaxing - it's something I do while listening to the radio. Coding requires more concentration.
SlipperyJim
May 30th, 2007, 03:21 PM
I can proofread, if that would be helpful.
DigitalSin
June 2nd, 2007, 04:07 AM
I'd love to see some Warhammer nations into Dominions 3. (Tried to make one myself once but couldnt decide on balance http://forum.shrapnelgames.com/images/smilies/Sick.gif
Sombre
June 2nd, 2007, 08:07 AM
Well I've decided to do the Skaven at least (probably with slightly ropey graphics to start off).
In the long run I could end up doing all the warhammer sides, even if only I end up playing with them :]
After Skaven I might be tempted to do orcs and goblins,.. here's how I see them.
Orcs and Goblins: HUGE variety. Seriously. There are 3 types of goblin and 3 types of orc just for starters and each of those types has different units. I mean with Night Goblins you have squig herders, squig hoppers, fanatics, infantry, archers, a shaman, a chief. Then there's goblins, forest goblins, orcs, black orcs, savage orcs, two types of troll,.... would be easily the most diverse nation in Dom3, yet the strategy would be relatively simple.
DigitalSin
June 2nd, 2007, 09:17 AM
Haha you wouldnt be the only one playing them, if you released them. You'd have at least me for company http://forum.shrapnelgames.com/images/smilies/laugh.gif
CelestialGoblyn
June 2nd, 2007, 03:46 PM
Sombre, I have Warhammer Orcs&Goblins planned out too.
It really sucks I'm not modding myself, but I'll be waiting for what you'll do with bated breath.
BandarLover
June 3rd, 2007, 11:19 PM
On the wide variety of Greenskin units: is it possible to have certain types recruited on different terrain? I'd done a lot of planning on a greenskin mod as well and thought it would be cool to get 'wood goblins' with spider riders from a forest-fort, 'night goblins' with squig hoppers from a fort on mountain province and regular goblins with wolf-riders on other fort types. Have no idea if this is possible, but I thought it would be cool none the less. http://forum.shrapnelgames.com/images/smilies/happy.gif
Sombre
June 3rd, 2007, 11:31 PM
Unfortunately it's not possible. However it is possible to keep the clutter on the recruitment screen down a bit by using spawns and summon allies for some units. You still have to have lots of commanders though, so maybe there's still a problem. Actually Empire and a couple of other nations like the Chaos Hordes have similar trouble - they have a massive variety of similar units, like knightly orders, warriors of each god of chaos etc.
BandarLover
June 3rd, 2007, 11:41 PM
Bah...I thought as much. Still, you'll do fine with whatever you come up with, I've no doubt. If you do happen to do mods for all the Warhammer nations I'd totally be down for playing some PBEM with you. http://forum.shrapnelgames.com/images/smilies/happy.gif
Sombre
June 10th, 2007, 07:50 AM
I've been thinking about Warhammer armies recently. Particularly dwarves and greenskins, to go along with the Skaven.
Now the dwarf army list isn't a big problem when it comes to recruits - rather the problem there is that dwarves in Warhammer don't really use magic in the traditional sense. I don't want to make a dom3 nation without any magic, so they will use it, but the focus will be more on forging, buffing spells etc if I can help it. Mostly Earth with some Fire and Air probably. Some truly excellent heavy infantry and sacreds - crossbows /and/ arbalests available too.
Moving on to the Greenskins - there are simply too many to cram into one armylist, so I decided to split them into two. One is a mountain based nation, the kind that skaven and dwarves are always fighting. The other is more primitive and wild with stronger sacreds and magic.
Here's a rough draft of what I was thinking. Some units will be summons/spawns. I haven't decided about sacreds yet.
Some units might not make the cut when I get around to making the nations (a while off yet - several other projects will come first, such as Tharoon, Arga Dis, Jomon Broken, Skaven, LA Atlantis, possibly another Warwind nation.
----------SAVAGE WHAAGH---------
Better sacreds and magic (EFADN). Some darkvision, forest survival. Higher magic res. Poor equipment ala mictlan. Vulnerable to missile fire. Some troops berserk.
UNITS
Snotling Swarm
Forest Goblin
Forest Goblin archer
Forest Goblin Spider Rider
Savage Orc
Savage Orc archer
Savage Orc Bigun
Savage Orc Boarboy
River Troll
Snotling Pumpwagon
Giant Spider
LEADERS
Forest Goblin Chief
Forest Goblin Warchief
Savage Orc Chief
Savage Orc Warchief
Forest Goblin Shaman
Savage Orc Shaman
Savage Orc Great Shaman
----------MOUNTAIN WHAAGH-----------
Features: More darkvision and mountain survival. Less magic (EFAD). Fewer sacreds/priests. Better equipment. More variety. Black Orcs!
Goblin
Goblin archer
Goblin Wolfrider
Night Goblin
Night Goblin archer
Night Goblin Fanatic (as normal NG until hit, then WHAM)
Night Goblin Netter
Night Goblin Squigrider/hopper
Night Goblin Herder + Cave Squigs (one size 3 unit)
Orc
Orc archer
Orc Bigun
Orc Boarboy
Black Orc
Black Orc Boarboy
Stone Troll
Goblin Doom Diver (flying, chargebonus, super fragile)
LEADERS
Goblin Boss
Night Goblin Boss
Goblin Warlord
Night Goblin Warlord
Orc Boss
Orc Warlord
Black Orc Boss
Black Orc Warlord
Goblin Shaman
Night Goblin Shaman
Orc Shaman
Did I miss anything?
BandarLover
June 10th, 2007, 09:43 AM
Not that I can tell. I'm assuming the savage orcs are similar to feral orcs.
But it looks like you nailed everything. Wow, that is a lot of variety!
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