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

 
 
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Old May 30th, 2007, 12:08 PM

Sombre Sombre is offline
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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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