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  #1  
Old July 20th, 2004, 03:14 PM
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Default Draconian Mod Under construction



Currently I'm working on a mod which makes a Draconian playable race. Also with uniqued weapons, armor and spells will be added. At the moment I'm calling the mod 'Draco'.

My thoughts on a Draconian race will be more diffrent from the summoning draconians which I'm also going to change with this mod.
It's gonna be a strong race but expensive. No archery or Cavelries and the troops don't uses shields with exeption for one of the units. Main weapon: Spear, pikes, Helbards and staffs.
Magic Paths: Fire, Air and a little Astral. Priest magic: Average. The Draconians will be added with some cool abilities instead.

I'll post a little bit later which kind of units and heroes I made....Just tweaking some of them a little bit to fit nicely.

Ideas, critics, suggestions are welcome.


Best regards
Thilock

[ August 01, 2004, 09:30: Message edited by: Thilock_Dominus ]
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Old July 20th, 2004, 03:36 PM
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Default Re: Draconian Mod Under construction

Illwinter's first game, Conquest of Elysium, had dwarves, elves and draconians as playable races, among others. There the draconians recembled your description quite well, some were immune to cold, others to fire, third had poisonous attack... Unfortunately, you cannot play as them in the demo.

Are the magics all on the same mage? If not, how are they divided? How expensive mages are, and are their forces closer to Jotuns than to humans?
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Old July 20th, 2004, 03:51 PM
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Default Re: Draconian Mod Under construction

Unfortunately I havn't try Conquest of Elysium :/...but it sounds cool. Ahem....back to the questions : One of the priest Called as simple as Temple Priest, it's a combo, It have Astral, air and holy magics and cost at the moment: 350 gold and 30 resources. Then we have a Draconian Elder which have: Fire, air and one random, prize: 290 gold/ 18 resources. So they magic paths a little spread. The only paths which all magic Users have is air with execption for the 'Arcane Changling which all magic paths are random.


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Old July 20th, 2004, 04:27 PM
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Default Re: Draconian Mod Under construction

Quote:
Originally posted by Thilock_Dominus:
Unfortunately I havn't try Conquest of Elysium :/...but it sounds cool. Ahem....back to the questions : One of the priest Called as simple as Temple Priest, it's a combo, It have Astral, air and holy magics and cost at the moment: 350 gold and 30 resources. Then we have a Draconian Elder which have: Fire, air and one random, prize: 290 gold/ 18 resources. So they magic paths a little spread. The only paths which all magic Users have is air with execption for the 'Arcane Changling which all magic paths are random.


Thilock
sounds very nice .
i am looking forward to your mod because i like draconians .
they were my favourite race in aow 2 shadow magic too .
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Old July 20th, 2004, 06:26 PM
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Default Re: Draconian Mod Under construction

Thanks Boron . The Draconians was my Favorite race too in AOW2.

Oh, I forgot to mention that the draconians will have a "hero" called 'Changeling' which can assassinate other heroes.

The little story behind 'Changeling' and 'Arcane Changling' are some of the Draconian eggs was redicated with magic rediation and change the DNA of these draconian. this make them possible to change appearance (Awe(1), and illusion)


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Old July 20th, 2004, 09:21 PM
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Default Re: Draconian Mod Under construction

As promised I'll post some of the units that are complete on the paper.

Normal Commanders which will also be present in province defense:

Draconian Commander
HP: 14 PROT: 10 MORALE: 13 MIR: 12 ENC: 7 AP: 10 Move: 1
STR: 12 ATT: 10 DF: 11 PRE: 10

Abilities: Fire Flare Breath (350), Mountain Survival, Fire res. (50), Flying

General: Oak Leader (25) Item Slot 15622

Weapon: Iron Dragon Spear (602), Bite (20)

Armour: Ring Mail (6), Helmet (20)

Cost: 150 gold/10 resources


Draconian Lord
HP: 15 PROT: 10 MORALE: 14 MIR: 14 ENC: 6 AP: 10 Move: 1
STR: 13 ATT: 12 DF: 12 PRE: 10

Abilities: Fire Flare Breath (350), Mountain Survival, Fire res. (75), Flying

General: Expert Leader (50) Item Slot 15622

Weapon: Falchion (10), Bite (20)

Armour: Scale Mail (7), Helmet (20), Round Shield (2)

Cost : 180 gold/ 18 resources

Next are Wizard like:

Draconian Apprentice
HP: 10 PROT: 2 MORALE: 12 MIR: 13 ENC: 4 AP: 9 Move: 1
STR: 8 ATT: 8 DF: 10 PRE: 11

Abilities: 2 Fire, 1 Air, Mountain Survival, Fire res (25), Flying.

General: Poor Leader (10) Item Slot: 15622

Weapon: Dagger (9), Bite (20)

Armour: None

Cost : 130 gold/ 5 resources


Draconian Elder
HP: 12 PROT: 5 MORALE: 16 MIR: 15 ENC: 5 AP: 10 Move: 1
STR: 12 ATT: 8 DF: 10 PRE: 13

Abilities: 3 Fire, 3 Air, 1 E. Random, Fire Flare Breath (350), Mountain Survival.
Fire res (75), Flying

General: Oak Leader (25) Item Slot: 15622

Weapon: Wooden Dragon Staff (604), Bite (20)

Armour: None

Cost: 290 gold/ 18 resources


Temple units, can only be bought if temple is present:

Temple Servant
HP: 10 PROT: 5 MORALE: 12 MIR: 13 ENC: 7 AP: 10 Move: 2
STR: 10 ATT: 9 DF: 8 PRE: 12

Abilities: 2 Holy, 2 Air, Fire Flare Breath (350), Mountain Survival, Fire res (50)
Holy, Heal, Flying, Female

General: Poor Leader (10) Item Slot: 15622

Weapon: Ritual Dagger (603), Bite (20)

Armour: None

Cost : 160 gold/ 15 Resources

Temple Priest
HP: 15 PROT: 5 MORALE: 16 MIR: 15 ENC: 6 AP: 10 Move: 1
STR: 12 ATT: 10 DF: 14 PRE: 12

Abilities: 3 astral, 2 air, 1 random, 3 Holy, Fire Flare breath (350),
Mountain Survival, Flying, Fire res: (75), Holy, Heal

General: Good Leader (50) Item slot: 15622

Weapon: Wooden Dragon Staff (601), Bite (20)

Armour: None

Cost: 350 gold/30 resources


Temple Lord
HP: 22 PROT: 10 MORALE: 16 MIR: 13 ENC: 6 AP: 11 Move: 1
STR: 16 ATT: 14 DF: 16 PRE: 12

Abilities: 3 Holy, 1 Fire, Fire Flare Breath (350), Holy, Mountain Survival,
Ambidextrous (3), Fire res. (75), Heal

General: Expert Leader (75) Item Slot: 15622 + 4096

Weapon: Falchion (10), Falchion (10), Bite (20)

Armour: Scale Mail Armor (12), Helmet (20)

Cost : 320 gold/25 resources


Special Heroes, can only be bought at the capitol:

Changeling
HP: 12 PROT: 5 MORALE: 14 MIR: 12 ENC: 4 AP: 12 MOVE: 2
STR: 11 ATT: 12 DEF: 12 PRE: 14

Abilities: 2 air, 1 Fire, Flying, Fire Flare breath (350), Illusion, Awe (1),
Mountain Survival, Fire res: (50), Magic Being, Spy, Assassinate.
Ambidextrous (2)

General: No leading, Item Slot: 15622

Weapon: 2x dagger (9), Bite (20)

Armour: None

Cost: 250 gold/25 resources

Arcane Changeling
HP: 12 PROT: 5 MORALE: 14 MIR: 15 ENC: 4 AP: 10 Move: 2
STR: 10 ATT: 11 DEF: 10 PRE: 13

Abilities: 6 x Random magic, Flying, Fire Flare breath (350), Illusion, Awe (1),
Mountainsurvival, Fire res: (75), Magic Being, Spy

General: Good leader (50), Good Magic leader (50), Item slot: 15622

Weapon: Arcane Staff (600), bite (20)

Armour : None

Cost : 300 gold/ 35 resources
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Old July 20th, 2004, 10:26 PM
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Default Re: Draconian Mod Under construction

Quote:
Thilock_Dominus wrote:
Changeling
Abilities: 2 air, 1 Fire, Flying, Fire Flare breath (350), Illusion, Awe (1),
Mountain Survival, Fire res: (50), Magic Being, Spy, Assassinate.
Ambidextrous (2)

Cost: 250 gold/25 resources, restricted to capitol


So you have a flying mage-assasin who is also a spy and has awe (+1) and glamour (I think you ment this). The base commander you described earlier costed 150 gold. Are you sure that Stealth, Assasination, Spy, magics of 2 and 1, awe higher than that of Dryads and Glamour are not worth more than 100 gold? His only weaknesses, when compared to base commander, are: no armor, magic being, capitol only.
One of the things I skipped, base precision of 14, makes him really evil. After researching Evocation 2 your assasin will hurl Lightning Bolts (14+ an dmg) with precision of (14+7) 21. If that is not enough, at alteration and enchantment one he has access to Fire Shield and Aim, and if given even one Fire gem he will be able to cast Sulphur Haze. So to protect your commanders from this assasin you have to give them immunity to lightning, fire and poison. This is without magic items on your assasin.

Up their cost, probably lower or get rid of the magics, lower awe to +0.

Quote:
Dragon Commander
Cost: 150 gold/10 resources

Dragon Lord
Cost : 180 gold/ 18 resources
For a difference of 25 in the amount of units they can lead, 30 pieces of gold seem to be too small amount. Lord is also much better fighter than Commander. Maybe you might want to rename them to Dragon Warlord and Dragon Noble, nobles would lead 50 units but Warlords would make better thugs.

Recheck the resource values. Resources are supposed to show the value of equipment, gold the value of training+the value of the creature's abilities. Gold costs might be little too low (compare to both Caelum and Jotunheim), but resource costs vary too much. Mages take more resources than the warrior-commanders!

For almost all their mages, up their gold cost. Especially for Temple Servant, as they are holy, flying Air 2 mages and the upkeep and great mobility make up for cost. You seem to have left the price of them being Draconian out - they fly, have some natural protection, more hitpoints than weakly human mages...

One thing you have not yet written but that matters a lot is their size. Both because of supply value and for the problems they will face against swarms. Remember that wings up their size by one from what it would be without them. Also, consider giving the base units either little higher gold cost or little lower att/def than you would think they need, because the wings get on the way of fighting.

They are not coldblooded. Is this intentional? I could ask the same for poison resistance, but I fiqured that since C'tissians already fill the role of poison-resistant reptiles you decided to give that a pass.

Question about naming: why the weapons are named Dragon while their makers Draconian? Maybe Draconian or Draconic would do better. Besides, Wooden Dragon Staff seems... problematic. Maybe Dragonbone Staff? Draconian Quaterstaff? Or just Quaterstaff? Also, if something is made of iron there is no need to mention that. Iron is the common material, and only those more rare (black steel, bronze) need to be mentioned.

[ July 20, 2004, 21:29: Message edited by: Endoperez ]
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Old July 21st, 2004, 07:04 AM
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Default Re: Draconian Mod Under construction

Quote:
Originally posted by Endoperez:
quote:
Thilock_Dominus wrote:
Changeling
Abilities: 2 air, 1 Fire, Flying, Fire Flare breath (350), Illusion, Awe (1),
Mountain Survival, Fire res: (50), Magic Being, Spy, Assassinate.
Ambidextrous (2)

Cost: 250 gold/25 resources, restricted to capitol


So you have a flying mage-assasin who is also a spy and has awe (+1) and glamour (I think you ment this). The base commander you described earlier costed 150 gold. Are you sure that Stealth, Assasination, Spy, magics of 2 and 1, awe higher than that of Dryads and Glamour are not worth more than 100 gold? His only weaknesses, when compared to base commander, are: no armor, magic being, capitol only.
One of the things I skipped, base precision of 14, makes him really evil. After researching Evocation 2 your assasin will hurl Lightning Bolts (14+ an dmg) with precision of (14+7) 21. If that is not enough, at alteration and enchantment one he has access to Fire Shield and Aim, and if given even one Fire gem he will be able to cast Sulphur Haze. So to protect your commanders from this assasin you have to give them immunity to lightning, fire and poison. This is without magic items on your assasin.

Up their cost, probably lower or get rid of the magics, lower awe to +0.
[/b]
Yep, I meant glamour. I see the problem you mention and I'm gonna rebuild it. The Idea to give it awe and glamour was to illustrate that the changeling can change shape continuesly and adept form depending on who it's fighting. (confusing and astonishing the enemy)

Quote:
quote:

Dragon Commander
Cost: 150 gold/10 resources

Dragon Lord
Cost : 180 gold/ 18 resources
For a difference of 25 in the amount of units they can lead, 30 pieces of gold seem to be too small amount. Lord is also much better fighter than Commander. Maybe you might want to rename them to Dragon Warlord and Dragon Noble, nobles would lead 50 units but Warlords would make better thugs.

Recheck the resource values. Resources are supposed to show the value of equipment, gold the value of training+the value of the creature's abilities. Gold costs might be little too low (compare to both Caelum and Jotunheim), but resource costs vary too much. Mages take more resources than the warrior-commanders!

For almost all their mages, up their gold cost. Especially for Temple Servant, as they are holy, flying Air 2 mages and the upkeep and great mobility make up for cost. You seem to have left the price of them being Draconian out - they fly, have some natural protection, more hitpoints than weakly human mages...

One thing you have not yet written but that matters a lot is their size. Both because of supply value and for the problems they will face against swarms. Remember that wings up their size by one from what it would be without them. Also, consider giving the base units either little higher gold cost or little lower att/def than you would think they need, because the wings get on the way of fighting.

They are not coldblooded. Is this intentional? I could ask the same for poison resistance, but I fiqured that since C'tissians already fill the role of poison-resistant reptiles you decided to give that a pass.

Question about naming: why the weapons are named Dragon while their makers Draconian? Maybe Draconian or Draconic would do better. Besides, Wooden Dragon Staff seems... problematic. Maybe Dragonbone Staff? Draconian Quaterstaff? Or just Quaterstaff? Also, if something is made of iron there is no need to mention that. Iron is the common material, and only those more rare (black steel, bronze) need to be mentioned. [/qb]




Thanks for the suggestions,Endoperez
The Draconians going to have size as same as Caelum.

The naming issue why I've choosed Dragon instead of Draconic or Draconian is that the Draconians are related to the dragon race and their weapons are decorated and/or with dragon figures, like the wooden dragon staff which is a normal staff with a dragon head carved at the top of the staff. Also I'm gonna make new Version of these staff that can be forged which have diffrent abilities dam etc.


Thanks for the critics I need that to make this race better

best regards
Thilock

Edit: The Coldblooded, poison res. issue: I thought of it, but somehow I found it in contrast with coldblooded and mountain survival.

[ July 21, 2004, 06:18: Message edited by: Thilock_Dominus ]
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Old July 31st, 2004, 02:13 PM
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Default Re: Draconian Mod Under construction

Like the Idea, Boron.


Quote:
1 storm flying air dragon , 1 flying fire dragon , 1 not flying but tough earth dragon , 1 flying ice dragon
Do you mean Dragon or draconian? Wouldn't it be to overpowered to give draconian race fullblooded dragons?

Edit: updated the the mod banner

[ July 31, 2004, 13:16: Message edited by: Thilock_Dominus ]
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Old August 1st, 2004, 01:19 AM
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Default Re: Draconian Mod Under construction

I need some help with a good nation name for the Draconian based race. I'm totally blank. The ones I came up with is something like Dracondia, dracusia.


I'll soon post the whole units and commanders list.
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