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

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  #1  
Old May 30th, 2007, 11:41 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Rate of feedback on nation mods

A problem with mods "based on" is that if you artist them yourself then you get more criticism than usual. And if you use the game graphics then you have to have permission.
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  #2  
Old May 30th, 2007, 12:08 PM

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Default Re: Rate of feedback on nation mods

Well you couldn't really use graphics from warhammer,.. but I get what you mean. I'm no artist, but I could graphic up a pretty nice looking Warhammer army in dom3 no problem.

If I did, I think I'd probably start with something that has a very clear playstyle and is different from the national mods we've had so far, such as Skaven. Actually a lot of the warhammer skaven units would transfer very well to dom3, such as poison wind globadiers or warpfire throwers. Stuff like the ratling gun and jezzails would be left out.

Rudimentary army list in dom3 would be like,...

UNITS

Skaven Slave
Clanrat (spear and shield, sword and shield)
Gutter Runner (shuriken, net and baneblade)
Stormvermin (black fur, halberd)
Council Guard (white fur, sacred stormvermin)
Poison wind globadier (AN poison missiles, str range)
Warpfire thrower (like fire drake breath)

LEADERS

Chieftan
Assassin
Warlord
Packmaster (spawns/calls rats etc)
Master Breeder (calls rat ogres)
Warlock (FDE)
Warlock Engineer (FDE)
Grey Seer (sacred, DS mostly, some FE)
Screaming Bell (Grey seer on big bell carrying juggernaut type thing, spreads dom, H3 priest in addition to seer powers)

SUMMONS/SPAWNS
Rat swarms
Giant Rats
Rat Ogres

I'm sure there's some other stuff, like the doomwheel and whatnot that I've missed out. Point is warhammer armies translate very well and almost directly to dominions - there's plenty of source graphics to get inspiration from, you can pretty much convert the stats over to dom3 without much thought,... hey you even get 5 or so heroes premade for each nation.

Well it's easier than making an entirely new nation and maybe people would enjoy it more. I know I'd enjoy playing with all the warhammer armies.
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  #3  
Old May 30th, 2007, 12:19 PM
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Default Re: Rate of feedback on nation mods

Recruitable Dom spreading commanders? That's mighty overpowered. There's a reason why the juggernaut is so high up in construction that you have to research alot to get it, you know... Otherwise, that nation sounds quite interesting ("rat ogres"? awesome!), although I don't know any Warhammer.
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  #4  
Old May 30th, 2007, 12:28 PM

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Default Re: Rate of feedback on nation mods

It would either be very expensive, or possibly a summon. Either way I'd make sure it was balanced,.. IF I did the nation.

What I'd really like is someone interested in warhammer to help me with the coding - at the moment I'm into making graphics, but the coding of nations and units is getting to be a bit of a headache. Actually that goes for a few of my mods - a helping hand would not go amiss :]
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  #5  
Old May 30th, 2007, 12:30 PM

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Default Re: Rate of feedback on nation mods

I think warhammer nations would be a bit... flat, somehow, compared to dominions nations. I don't quite know what I mean, but I think there's a reason that Kristoffer avoided the typical fantasy stereotypes, and why the nations in dominions seem so interesting.

I think that's also the reason that I think I like, say, Ulm Reborn and Arga Dis a good deal more than Sylvania and Teutanion. They just feel much more dominions-y.

I guess the difference is perhaps links to real-world cultures? I'm not sure. If you could come up with a dominions-style nation consisting of rat-men though, that might well be awesome. It could even draw on warhammer for many of the units, but would have a different feel. Exactly what culture you might base a ratmen nation on though, I'm not sure. I'm sure there are plenty of very interesting possibilities though.
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  #6  
Old May 30th, 2007, 01:43 PM

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Default Re: Rate of feedback on nation mods

I see what you mean; warhammer is a pure fantasy setting which draws a lot less from the fascinating history of cultures worldwide,... yet I have always been partial to the setting. As much as I like the 'dominions way', I think there's something to be said for some gritty 'arcade' fantasy.

I'd rewrite things the same way I did for Avernum - make sure there's a credible fit with the dominions world if at all possible, but not change too much. Zepath's mods, for instance, were clearly very much influenced by warhammer, yet were different enough that they don't quite satisfy my urge to see the Warhammer Orcs, Skaven, Elves etc I know well slapping each other around in the Dom3 engine.

But I do want to hear from more people about this - perhaps Warhammer is not too popular amongst the Dom crowd.
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  #7  
Old May 30th, 2007, 06:28 PM

CelestialGoblyn CelestialGoblyn is offline
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Default Re: Rate of feedback on nation mods

I love Warhammer and I'd really love to see Warhammer stuff modded to Dominions.
I even writted down some projects myself, but never got around to actually making them...
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  #8  
Old May 30th, 2007, 07:12 PM

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Default Re: Rate of feedback on nation mods

WAAAAUUUGGGHHHHHH!!!! (A little over the top?)

I actually enjoy Zepath's Warhammer inspired mods BECAUSE they differ from DOM 3's mythology inspired nations. I would love a Skaven-based nation or, dare I hope it, a Greenskin nation.

WAAAAAUUUUUGGGGGGGHHHHHHHH!!!!!!
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