Log in

View Full Version : Mod Proposal Plague Lands


Minor Kitty
October 20th, 2012, 03:55 AM
While the Argurs of Ermor struggled to contain the growing influence of death the tendrils of doom engulfed the great city. The encroaching doom had even reached the western provinces of the empire where pestilence reigned supreme. Countless plagues struck the land ,imperial authority crumbled and chaos reigned. Until one day an opportune pretender seized the regional capital in the west, proclaiming the domain of Templum and promising salvation. Now this has been attempted before with disastrous results (introduction of the plagues) but inhabitants of is plague lands rarely live beyond 30 and thus no one remembers. Chaotic essence still pervades throughout the lands. (luck scales are doubled)

Basic premise: Disease resistant and cold weakness national troops .Great magical diversity with diseased exiles from numerous nations. With their magical diversity they could accomplish almost anything if they could only live long enough.

Templum lacks two magic paths: blood and death.

There are two paths the nation could take:

Embrace death through the path of conjuration and gain access to powerful forces of death bring the unrest, chaos, and death of the grave. Many death summons release agents of unrest and pestilence upon the world (addition summons of highly stealthy indie disease carrying banes).

Embrace nature through the path of enchantment and gain access to synergistic disease immune &cold weakness plague carriers ,early disease immune & high upkeep researchers, disease immune & high upkeep spawners.

(really a choice between accepting Pestilence or exporting it) Gameplay wise a choice between two branches of mutually exclusive armies.

So what do you guys think?

Fantomen
October 20th, 2012, 06:40 AM
There is no such thing as disease resistence or immunity apart from undead and demons that are largely unaffected by it. You can feign "disease resistance" by giving tham a little regeneration or perhaps recuperation (but that would remove disease entirely) One idea could be to overwrite MA C'tis to gain the miasma dominion, and then give the "disease resistant" troops recuperation, they would get diseased and heal and get diseased again. This would not work with old age.

You cannot make the dominion affect luck scales, but you might be able to create a site in the capital that increases luck. You could also make a summon that brings luck events or increases luck scales where it resides.

I think it's a cool theme, but if you want more substantial feedback you better do some sprites and stuff to show first.

If you want technical advice on modding you'd be better off asking in this forum: dom3mods (http://z7.invisionfree.com/Dom3mods/index.php?act=idx)

Gandalf Parker
October 20th, 2012, 09:35 AM
Love the creative writing. Nice touch.

The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.

Minor Kitty
October 20th, 2012, 11:20 AM
Well I was trying to see if there's interest before going on further, and yes the nation is intended to have it's units die off regularly. So explosive but very short lived units.

Fantomen
October 20th, 2012, 12:26 PM
Love the creative writing. Nice touch.

The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.

As I said, double luck can't be done. And even it could that would not make AI better.

Minor Kitty
October 20th, 2012, 01:31 PM
Love the creative writing. Nice touch.

The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.

As I said, double luck can't be done. And even it could that would not make AI better.

Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .

Gandalf Parker
October 20th, 2012, 01:38 PM
The AI would receive the same benefits of events so thats bound to help it out. :)

Fantomen
October 20th, 2012, 03:43 PM
Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .

You cannot make the national dominion affect luck scale in any way shape or form.

You can make a site that affects luck scale in that specific province, or a unit that affects luck scale and/or causes good events in the province it dwells. You could use this to mimic the effect of a "lucky" nation to some degree.

The AI would receive the same benefits of events so thats bound to help it out. :)

Saying that something specifically improves the AI just because it increases the general power level of a nation isn't a meaningful statement, and a cop out useless answer.

TheDemon
October 20th, 2012, 03:59 PM
Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .

That is the global scales tag for lucky events. It applies to every nation; it is not nation specific. A nation mod that changes this value would be unusable in multiplayer. Even in singleplayer all the AI opponents would benefit from it as well, so the only relative advantage it provides would be because humans can better use resources than the AI.

Gandalf Parker
October 20th, 2012, 04:26 PM
Along with a luck site maybe also add luck units?
Possibly a pretender with major luck boost and major dominion?
Or even make all of that nations clerics be luck boosting.
Could be an interesting turtling nation :)

Minor Kitty
November 5th, 2012, 03:30 PM
Hmm well here's a concept, much like a blood-economy where one has to choose between cash or slaves why not an incubator economy where one has to choose between expensive capital only immobile commander recruits that generates 1 gem/turn for something like 600g & 90g/turn. It'll certainly add flexibility .

Admiral_Aorta
November 7th, 2012, 12:57 AM
Concepts are pointless, no one is going to make a mod for you. Modding dominions is not hard, if you have an idea, go make a mod yourself.

Minor Kitty
November 7th, 2012, 03:46 AM
Concepts are pointless, no one is going to make a mod for you. Modding dominions is not hard, if you have an idea, go make a mod yourself.

Well I'm not asking for that, what's wrong with getting advice from other people?

Or are all modders hermits to you?

Gandalf Parker
November 7th, 2012, 09:49 AM
Dont worry about that comment. I think maybe AA forgot what forum he was on and gave another forums response here.

This forum is quite proper for discussing ideas and concepts even if someone else takes them and runs with it. A very "open source" community. :target:

Ragnarok-X
November 7th, 2012, 06:08 PM
Dont worry about that comment. I think maybe AA forgot what forum he was on and gave another forums response here.

lol

Admiral_Aorta
November 10th, 2012, 02:15 AM
Well I'm not asking for that, what's wrong with getting advice from other people?

Or are all modders hermits to you?
Advice is fine, but there's not much point in just posting ideas and never doing anything else. You've proposed some ideas, they sound potentially interesting, go do something with them.

Dont worry about that comment. I think maybe AA forgot what forum he was on and gave another forums response here.

This forum is quite proper for discussing ideas and concepts even if someone else takes them and runs with it. A very "open source" community. :target:

ah yes, i forgot that this forum is an empty void where ideas float freely, simply waiting for an enlightened modder to bestow code upon them. how silly of me.

Gandalf Parker
November 10th, 2012, 11:52 AM
Not totally of course but it does happen. In any case what harm is there in the discussion to fill our "empty void". :)