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  #21  
Old June 21st, 2007, 11:55 AM

Sombre Sombre is offline
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Default OGRE KINGDOMS

Here's my army list for Ogre Kingdoms. Not quite completed.


WARHAMMER OGRE RACIAL STATS

Bull Charge, Cause Fear,

M 6
WS 3
BS 2
S 4
T 4
W 3
I 2
A 3
Ld 7

Ogres are offensive powerhouses that are very hard to take out - not too skilled but

strong and armed with clubs that give -1 to save. They are a relatively straightforward

army

WARHAMMER GNOBLAR RACIAL STATS

Insignificant, Bicker, Sharp stuff

M 4
WS 2
BS 3
S 2
T 3
W 1
I 3
A 1
Ld 5

Gnoblars are basically goblins and behave in a similar way - use numbers to swarm, absorb

casualties, run away a lot. They often throw stuff.




DOMINIONS OGRE RACIAL STATS

Hp - 28 (big tough brutes)
Prot - 6 (ogre hide is tough and they are large)
str - 13/14 (Ogres are strong, but in Warhammer they are nowhere near giant ability)
att - 10 (Ogres are efficient fighters, but not that skilled)
def - 9 (Low initiative)
ap - 15/16 (Ogres can really move when motivated)
mr - 10 (average)
mor - 11 (The extra morale is because in warhammer they are immune to fear)
prec - 7 (Ogres are far from precise and don't really use ranged weapons)
mapmove - 3 (Ogres are both nomadic and migratory, capable of long marches)
size - 3 (Ogres aren't quite size 4 - only as big as cavalry)

Other abilities

Mountain Survival
Wasteland Survival
Gluttony 1+
Also have an ogre smash attack with a charge bonus representing general punching, kicking,

biting and bullrushing done by the ogres
Coldres 25%+



DOMINIONS GNOBLAR RACIAL STATS

Hp - 7/8 (small, weak, easily stomped)
Str - 7/8 (not exactly strong these guys)
att - 8 (also genuinely poor at fighting)
def - 9 (low skill, but solid initiative)
ap - 12
mr - 9
mor - 7 (gnoblars don't tend to stick around once the going gets tough)
prec - 9 (actually not too bad, considering)
mapmove - 2 (Ogres in a hurry will leave gnoblars behind)
size - 1 (they will actually be 3 'models' to a size 2 'base', with 2 attacks)

Mountain Survival
Throw sticks and stones or equivalent


THE NATION SHOULD

Be all about smashing face with mobile armies - weak PD, ramshackle forts
Be mostly about basic ogre infantry, not gnoblars or support units
Be at a great disadvantage at range, with no traditional ranged weapons
Have effective thugs even without lots of equipment and emphasise low cost leaders
Be nomadic rather than capital centric
Have national troops/leaders that remain useful for longer in the game
Convey a sense of hunger and destruction
Be quite scary to face off against in straight up combat
Have very limited magic

WEAPONS

Ogre Club - high damage one handed club
Ogre Smash - str based damage bonus attack with charge bonus
Ironfist - always used in pairs, lower damage but offer a nice def bonus
Deathbelcher - one shot close range missile weapon, fires a wildly inaccurate spray of

projectiles
Maneater Longsword - a superior quality one handed sword


RECRUITS

Gnoblar Fighters (v.light armour, shortsword)
Gnoblar Trappers (furs, shortsword - stealthy, have net when at full strength)
Ogre Bull (Plate Cuirass, ogre club)
Ogre Bull (Plate Cuirass, ironfists)
Ogre Deathbelcher (Plate cuirass, ogre club, deathbelcher)
Ogre Irongut (Plate hauberk, Half helmet, greatsword - slightly superior stats)
Ogre Maneater (Plate Cuirass, Maneater Longsword - genuine elite, excellent morale)
Yhetee (no armour, dual ice weapons - cold aura, fast, offensive)
Hunter (furs, javelin, Ogre club - stealthy)
Slavegiant (Chains, light armour - size 5 wrecking machine)
Pitfighter (plate hauberk, blade arms - superb fighters, sacred, expensive)
Gnoblar Scrapapult (pulled by Rhinox that charges if it is destroyed - fires a hail of

projectiles over long distance)



LEADERS

Bruiser (basic leader, still thuggy)
Tyrant (good leader, scary thug base)
Butcher (H1 B2 - fear, poison immune)
Slaughtermaster (H2 B3 - fear, poison immune, ok thug and good leader)
Huntmaster (N2 10% random, or nothing. Can call sabretusks. Stealthy. Good thug)
Yhetee Greyback (ok leader, cold immune, only misc slots)



SPAWNS/OTHER

Sabretusk (bite, claw - upgraded big cat, fast, stealthy)
Rhinox (big trampler, berserk 0, only used when scrapapult dies)
Gorger (no armour, bite and claws - berserker, superb morale - BLOOD SUMMON)



SPELL

Various extra combat spells in the Blood School + 2 Gorger summon spells


HEROES

To be completed.
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  #22  
Old June 21st, 2007, 02:31 PM

Valandil Valandil is offline
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Default Re: OGRE KINGDOMS

Bull charge is going to be difficult. I suppose they should have a one use only aoe 1 charge bonus for first strke, but that AFAIK will not be possible with currrent modding commands.

The ogre missile troops are called leadbelchers in warhammer, I think.

Similarily, the maneaters traditonally wield Cthayan Longswords (which are ap...)

I think to represent faithfully the gut magic system, it might be necessary to add some blood combat spells with no slave requirements- unheard of! <actually, not quite... blood boil, leaching touch> (Ideally, these would hurt the butcher), but if we think of slaves as eg. trollguts this little quibble is avoidable.

Ironfists aren't, to my knowledge, used in pairs. They work as either a hand weapon or a shield, and are usually combined with an ordinary hand weapon, given that two shields is illegal.

Ogre bulls maybe shouldn't wear plate armor, given that they're 'lightly armored' and, well, half naked.

Yhetees are obscenely deadly in the newest addition, where they charge though terrain absurdly fast, hit the flank of an engaged, doomed, unit, and overrun into a new combat on the same turn. I therefore suggest mapmove 3, survivals, and big icy clubs.
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  #23  
Old June 21st, 2007, 08:18 PM

Sombre Sombre is offline
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Default Re: OGRE KINGDOMS

I'm not trying to represent the rules of Warhammer 100% faithfully, because I don't think it would translate to Dominions 3 that well. For instance, I'm not giving all creatures that have fear in warhammer fear in dom3, because it would be far too powerful.

With that said - I think Bull Charge is easy enough, just a chargebonus on the ogre's smash attack/club. As long as it makes them more effective on the charge, it's representing bull charge.

Leadbelchers is what they're called in Warhammer, yes, but I'm calling them deathbelchers because I've decided not to have the gunpowder weapons from Warhammer brought over - they don't fit the dom3 world.
Leadbelcher = a crude blackpowder device firing a spray of lead (a material clearly associated with firearms).
Deathbelcher = A crude magic device firing a spray of stone/rubble/random garbage.
Basically I'm giving it a different name to represent that the units are somewhat different. Similarly if/when I do Chaos Dwarfs, they'll get a replacement unit for the blunderbuss.

Cthayan longswords, yes, I just forgot the name when I typed that. Anyway, I don't think they should be AP. The armour system in Warhammer and dominions is very different. They'll just be better than most basic swords and the ogre's strength should take care of the rest.

I'm not planning on trying to faithfully reproduce the various spells from warhammer, at least currently. I think there are too many of them and many of them can't be done or don't fit that well with dom3. Maybe though. In trying to follow the theme of gut magic I will be giving Ogres 0 bloodslave combat spells though, yeah.

As for Ironfists - they don't work as shields vs arrows, which means in dom3 terms they should simply add a def bonus. I could do ogres with one falchion and one ironfist, but that would require giving them fairly good ambi, which isn't very ogrish. Still, could do that. I just figured dual ironfists would make for high def units which were better for slowly grinding in combat vs many small and weak troops.

Ogre bulls get 'plate cuirass' to represent the gutplate. In dom3 terms it isn't very heavy armour and the armour system in the two games is very different. I'll probably make a new armour with stats similar to the cuirass called 'gutplate' though.

All Ogres have mapmove 3. Yhetees will have mountain survival and dual ice weapons. Since they live at the peak of mountains, they probably shouldn't have forest survival, but could do I guess.

Thanks for the feedback :]
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  #24  
Old June 21st, 2007, 11:20 PM

Valandil Valandil is offline
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Default Re: OGRE KINGDOMS

Thanks for the clarification. I didn't mean to sound confrontational, but reading my post...

I agree with your stance on black powder, but I'm worried. After all, dwarfs empire chaos dwarfs skaven and ogres all use it to some degree.

Faithfully reproducing warhammer isn't, of course, the goal. Nevertheless, things like gut magic and runic magic are fairly important, IMHO, to getting the right impression across.

Yhetees, of course, thematcally shouldn't have forest survival- exactly right. On the other hand, the warhammer RULES (which are slightely flawed, naturally) give it to them. Lord knows why.
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  #25  
Old June 22nd, 2007, 12:04 AM

Xietor Xietor is offline
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Default Re: OGRE KINGDOMS

A question on the dwarves,

Most of their racial traits I agree with, but why are they shock resistant? They typically have high magic resistance,
but protection from lightning strikes is new to me.
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  #26  
Old June 22nd, 2007, 12:13 AM

Sombre Sombre is offline
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Default Re: OGRE KINGDOMS

Well with the Skaven I've cut the ratling gun and jezzail from their armory and kept the warpfire thrower, warplightning, poison wind globes, doomwheel etc. It's really just firearms that represent a problem and they can be substituted in many cases. For example with the Chaos Dwarf Blunderbess, I can make heavily armed grenadier troops instead who hurl handfuls of spiked naptha bombs or magical explosives at close range. The earthshaker/hell cannon/death rocket can either be removed (dom3 doesn't really 'do' such artillery weapons) or turned into lower tech magical versions.

And the regular dwarfs, for instance, will get a nice super high prec high damage bolt thrower for killing large enemies very reliably and they'll get a flame cannon unit for wiping out hordes as well. Just no mortar, cannon, stone thrower etc.

Empire has a lot of missile firepower (3 kinds of bow) without gunpowder and they can still have a steamtank without a cannon, a war wagon without gunpowder weapons etc.

Don't worry about sounding confrontational - I love feedback :]

Really looking forward to seeing how your Hordes of Chaos turn out. They would make good opponents for my Skaven - I imagine the battles would be incredibly bloody - hordes of skaven dying to take down small numbers of chaos troops.
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  #27  
Old June 22nd, 2007, 12:19 AM

Sombre Sombre is offline
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Default Re: OGRE KINGDOMS

Quote:
Xietor said:
A question on the dwarves,

Most of their racial traits I agree with, but why are they shock resistant? They typically have high magic resistance,
but protection from lightning strikes is new to me.
I could remove the shock res - I put it in there for three reasons.

1. Dwarfs use rune lightning and this reduces friendly fire damage.
2. Dwarfs resist magical energy - lightning in dom3 is usually magical energy, unlike fire or poison.
3. Dwarfs are low to the ground, very solid, associated with earth. Scientifically they'd probably be good targets for lightning because they wear lots of armour, but still, they give a sense of being 'grounded' in the sense that they might dissapate such energy without getting fried too bad.

It would only be 25% res anyway, nothing major. But like I said, could easily get rid of it.
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  #28  
Old June 22nd, 2007, 01:14 AM

Theonlystd Theonlystd is offline
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Default Re: OGRE KINGDOMS

*eagerly waits*
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  #29  
Old June 22nd, 2007, 05:46 AM

DigitalSin DigitalSin is offline
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Default Re: OGRE KINGDOMS

*waits eagerlyer*
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  #30  
Old June 22nd, 2007, 06:36 AM

Sombre Sombre is offline
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Default Re: OGRE KINGDOMS

-overeagerly outwaits everyone-

.....

Oh, crap, I'm supposed to be making them, aren't I?
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