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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 April 26th, 2007, 02:38 PM

VedalkenBear VedalkenBear is offline
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Default Re: Mod: ME Fiery Caelum

Mages for Caelis Immolatum:

Spire Horn Seraph: FFAA (FA 100%)
Spire Horn Seraphine: HH(FA 100%)
Caelian Seraph: FAWW (FAW 100%)
Caelian Seraphine: H (FAW 100%), +2 Research
Harab Seraph: FADD (FAD 100%)
Harab Seraphine: H (FAD 100%), Stealthy (+0), Spy

There's basically a direct clan-by-clan shift here, with a slight deviation for the Spire Horn Clan (they are traditionally weaker in magic, I wanted to keep the Caelian HH Seraphine in PD, and I didn't want a sacred Communion Slave). Current prices look like it's going to be 200g for the Seraphs, and 100g for the Seraphines (this is not including the High Seraphine).

Is this magic too weak or strong for ME? It seems comparable to others (particularly Machaka).

With this path, it looks like I'll be making two national summons for each tribe, one that is (AACC, where C is the tribe's magic type) and missile-oriented, and the other that is (FFCC) which is melee-oriented.

Oh, and this mod probably won't have any temperature preference (or it prefers 0).

Edit: After more thought, I have decided that all of the Seraphines will be reduced in magic to (FA 100%) random. In exchange, the Caelian Seraphine will receive a +2 Research bonus, and the Raptor Seraphine will gain Stealthy(+0) and Spy. (The Raptors were the ones that found out the dangers of Ermor's path.) The Spire Seraphines will not really need an adjustment. All costs (for the Seraphines) will stay at 100g.

Very likely the High Seraphines will also gain the +2 Research bonus plus the Spy trait, to represent all three tribes.

Edit: I sort of noticed that there was not enough Fire/Air going around (it was all second fiddle). Also, the only real reason I was including Astral magic was because of Caelum's current summons (The Spentas and the Yazatas). As I plan to create my own Yazatas (clan-specific) and I can always just change the path/cost on the Spentas, I'm dropping Astral magic from the nation. This is going to make the Spire Seraph FFAA (FA 100%), to give the nation the ability to have some overall good magic.

As a small aside, I put the 'clan specific' path back into the Seraphines' random.
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  #2  
Old April 26th, 2007, 04:08 PM

Shovah32 Shovah32 is offline
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Default Re: Mod: ME Fiery Caelum

Sounds interesting(aswell as a great nation for the phoenix), i'll be sure to playtest when you release it.
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  #3  
Old April 26th, 2007, 04:30 PM

VedalkenBear VedalkenBear is offline
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Default Re: Mod: ME Fiery Caelum

For the units, I'm going to do a somewhat basic approach. Two (maybe 3) units per Clan. To wit:

Spire Horn:

These are the 'anti-undead' troops. They will have magic weapons (dunno if I'm going to keep the ice weapons or go with something fire- or shock-related). I might go dual-wielding with them as well, to make them the 'offense-minded' meleers.

Caelians:

The bowmen. Probably will give the 'better' unit a Composite Bow, but also try not to obviate the choice between the two.

Raptors:

As alluded to earlier, the Raptors are going to be _roughly_ flying Legionnaires. Definitely are going to have a higher resource cost than 'normal' ones.

I'm also toying with the idea of giving the Raptors, Spires, or both an armor that would give them an Air Shield value (probably ~30-50%). If any of you have ever seen Caelum 'in action', it can be pretty depressing the amount of friendly fire you get.

Anyway, still not doing a lot of coding; just looking at ideas for now.
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  #4  
Old April 26th, 2007, 05:22 PM

Shovah32 Shovah32 is offline
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Default Re: Mod: ME Fiery Caelum

Sounds good, specifically the spire horn guys. I dont know why but i see those spire horn guys as minor berserkers(maybe +1 or +2) wielding magic hammers, again no idea why but i can just picture them flying down in a berserk fury crushing the undead from above before quickly flying over to the next group to continue the slaughter.
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  #5  
Old April 26th, 2007, 05:25 PM

VedalkenBear VedalkenBear is offline
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Default Re: Mod: ME Fiery Caelum

That's an interesting idea. If you don't mind, I think I'll incorporate those as the Spire Melee Yazatas.

Any other ideas floating around I can shamelessly exploit?
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  #6  
Old April 26th, 2007, 05:49 PM

Shovah32 Shovah32 is offline
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Default Re: Mod: ME Fiery Caelum

A flying crossbowman! I want it right now
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  #7  
Old April 26th, 2007, 05:51 PM

VedalkenBear VedalkenBear is offline
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Default Re: Mod: ME Fiery Caelum

Oh, I have something _much_ better than flying crossbowmen on the way.

Besides, this is looking a bit like Marignon as it is. No reason to make it even closer.
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