You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.
Posts | ||
---|---|---|
The Blood War -- The Legions of Baator | Locked | |
Thread Options | ||
Sep 27 2013 Anchor | ||
Hi, everyone -- some of you may have played Dominions 3 against me recently. This modis the culmination an idea I had rattling around in my head ever since I discovered how easy it was to mod the Dominions games, thanks to some excellent tutorials from the community and, of course, a great game engine from Johan and Kristoffer! The Blood War is my grand plan to add various planar forces from AD&D's Planescape setting to the Dominions 4 game. First up: The Devils of the Nine Hells. UPDATED 10/17: The playable Beta version can be downloaded Here! The baatezu of the Nine Hells represent the crushing, tyrannical boot of Law without Justice. The Generals of Hell are cold, cunning, and utterly uncaring of the loss of their troops, and their orders are carried out without question or hesitation. The Lemures and Nupperibo are mindless cannon-fodder; the lowest of the low whose sole purpose in Spinagons are usually tasked as messengers and spies, but if pressed into battle the skittish demons will snap off shards of their own spines and hurl them at the enemy. Tiefling Mercenaries are drawn to the baatezu legions by the promise of gold and glory, without the baggage of"honor" or "mercy". Although sometimes considered little better than fodder, some baatezu commanders use the naturally shifty tieflings as scouts or guerilla auxiliaries and deploy them behind enemy lines. Barbazu are the shock-troops of the hellish legions. Well-armored and well-armed with their savage glaives, barbazu form the backbone of any standard baatezu Narzugons are Baator's equivalent of heavy cavalry. Renowned for their obedience to their diabolic lords, the narzugons and their nightmare steeds are highly valued troops. The Black Abishai is one of the minions of Tiamat, the mother of evil dragons who resides on Baator's first layer. The Abishai serve the baatezu armies as The Erinyes are executioners of revenge and fury. As cruel as they are graceful, the erinyes swoop and circle over the battlefield on dark wings, constantly seeking targets for their flaming arrows. Kytons are not true devils at all, but rather a sado-masochistic race of beings who also call the Nine Hells their home. The barbed chains which encircle and pierce their bodies act not only as armor, but also as their main method of inflicting torturous death upon their unfortunate victims. Amnizu are sentries and gatekeepers, monitoring the entrypoints to the hells and chronicling all which enter. If anyone or anything slips past their bureaucratic web, Even among the cruel and heartless baatezu,Osyluths are torturers and interrogators par none. Osyluths enforce the will of their dark overlords through intimidation and fear, and no one -- not even those devils of higher rank -- is immune from their attentions. Native to frozen waste of Cania, the Gelugons are the strategists and masterminds of the Nine Hells. Their plans can Obviously, some sprites aren't quite finished (Nupperibo, Osyluth, Gelugon; I'm looking at you!) Additonally, there are quite a few more units and commanders I'll want to add -- I'm working on the basic sprites for the Hamatula, Cornugon, and, of course, the Pit Fiend for the next version. While I can't ask forconclusive feedback before the .dm file is actually posted, I would appreciate it if I could get feedback on the following: Nation Magic: I was thinking that the Baatezu would focus primarily in Fire, Earth, Astral, and Water paths -- possibly with some minor Blood as well. Recruitable Units: One trend I've noticed in Dom3 (I haven't played enough Dom4 to get a concrete feeling on this) is that, fairly quickly, I'll cease recruiting some units in favor of spamming others -- For example, raising armies comprised entirely of Jotun Skratti and Skinshifters. Without artificially forcing players to use a specific playstyle (by making the most expensive units Slow to Recruit or Capital Only), is there a reliable way to encourage people to construct balanced armies? Lastly, thanks to everyone for checking out the mod, and for any feedback you may offer! Edited by: Joonai |
||
Sep 27 2013 Anchor | ||
Will the Nameless One be a hero? |
||
Sep 27 2013 Anchor | ||
I actually hadn't thought of it, but that would be pretty funny. Should he carry one of his old severed arms as a weapon? Regarding the mod, I'll see if I can get a playable beta up by tomorrow morning! |
||
Sep 27 2013 Anchor | ||
Should be fun to try out - do remember you can also do nation specific spells and pretenders. |
||
Sep 28 2013 Anchor | ||
Nice. AD&D is fun. Edited by: Kristoffer.Osterman |
||
Sep 28 2013 Anchor | ||
Thanks, Kristoffer! Planescape is a more obscure AD&D setting; it was basically a mish-mash of all other settings together mixed with a whole bunch of lore on the afterlife, elemental planes, and divine myhtologies. I definitely plan on a series of mods in the future in the same line! Update 10/17 Hooray for arbitrary version numbers! New units, including a "priest"-type unit in the Osyluth and a Pretender in the Iron Duke. The hamatula is meant to be a fortress-defense unit with its castle-defense bonus and Homesickness (to keep them from getting distracted and wandering off). The Hell Hound functions similarly to a light cavalry unit, and the Bloodworm is a weird, stealthy, amphibious life-draining unit that can only be summoned form the "River of Blood" special site. Again, thanks to everyone for taking the time to check it out! Edited by: Joonai |
||
Jan 8 2014 Anchor | ||
I'm sorry to necropost here but I just saw this topic. |
||
Jan 8 2014 Anchor | ||
Is this still being developed? Havene't actually tried this yet but...would be nice if it was updated, sinc new patches have/will be adding more modding capabiility.
There are nations that have (sorta)inhuman heavy hitters as recruitables in Dominions, though they tend to be EA. What could be cool is having different versions of this across the ages - MA and LA Baatezu would have more and more tieflings and perhaps even some humans. Might end up being a bit Abysia-like. This version which looks very demon-heavy could perhaps fit the most in EA. |
||
Jan 8 2014 Anchor | ||
Thanks for the feedback, Seprentcross and David88! I'm still working on this mod -- in fact, I've fallen deeper into the rabbit hole, and I've also started a few sprites for the Tanar'ri as well as some Eladrin and Celestial units (what did I get myself into?) The Deseura forums are pretty crummy in that the original poster can't "bump" posts with updates, so the thread itself quickly falls into obscurity. I'm more active on the Invisionfree Dominions 4 forums. Actually, I'll update both threads within the next day or so! Regarding Eras -- my revised opinion is that any Planescape mod (as well as any other D&D tabletop mod) fits best into the Late Era, as the vanilla nations of that era may be better suited to counter any diabolic/demonic invasion from the Lower Planes. I also agree that the Baatezu "nation", currently, is a bit "super-monster" heavy. I was planning on adding another tiefling unit as well as adding variations of the weaker devils, as well. The more elite devils would require a lab/temple/Capital/Slow-to-recruit (or any combination thereof) and there are some super-crazy-powerful monsters that would be high-level spell summons, such as the Hellfire Engine and Worm of Minauros. Anyway, thanks again for following this mod, and stay tuned for an updated version soon! |
||
Jan 8 2014 Anchor | ||
As I said, compared to some EA nations, it doesn't feel too heavy(I poked at the files, but didn't try it in play yet. It being in LA seems odd even though there's a lot of Blood in this age... So I think you could have 3 ages representing several different attempts at conquering the world by the Baatezu. The Baatezu being cunning, they might adapt their plans in later ages, assuming the EA plan falls.. Rough sketch, taking freedoms with the source material: In the EA version, basically everything you can recruit could be full devils, less tieflings but DO have more powerful devils such as the mentioned Pit Fiend, although perhaps they could summons instead. MA version could be what you seem to have now , powerful devils + tieflings. Basically the devils realize they will need some (demi)human allies rather than just 'brute'(I use the term loosely - they are still Lawful/Orderer) force. MA version would be interesting as this period generally has very little blood, so they could play quite differently from others. Also, the most powerful devils from EA, if you still want to allow them, could definetely be summons rather than recruitables. LA version would have even less 'pure' devils- perhaps only commanders and some kind of sacred. Main troops would be tieflings, and you might even get human(non tiefling) diabolists who have decided to join the nation. Big devils will definetely have to be summons to fit in. Basically the idea being that as the ages progress, the Devils adapt in some way, which also fits with the general(but not binding, of course)rule of 'less monstrous units in later ages'. I understand having it be 3 ages IS a lot of extra work, but a significant amount of units and spells could be reused and it would be nice to see how they work out in different ages, adapting to their 'spirit'. |
||
Jan 8 2014 Anchor | ||
That's worth considering. I'm not sure that I'd want to go in that exact direction -- EA already has Abysia, Yomi, Lanka, and Hinnom travelling the route of "Mythical/Divine creatures eventually supplanted by mortal descendents", but perhaps I'd go the opposite direction -- that is, EA Baator would be heavy in stealthy tieflings and diabolists in the Early Era, infiltrating ancient society and eventually paving the way to complete fiendish domination of the Nation by the Late Era. My other option is to add even heavier Planescape influence -- including faction allies as recruits, such as some more tyranical-minded Harmonium or Mercykiller (or even Governer) members. One of the nice things of that setting is that it can barge into the Dominions lore with minimal effort -- afterall, DominionLand is just another prime-material sphere ripe for conquest, isn't it? That said, another member by the name of Red Rob integrated his Sahuagin nation into the lore pretty seamlessly, so I'll look to him for inspiration. Argh, a DarkSun-type nation would be awesome (cannibal hoburgs that kill off your population!) Maybe one day.... |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.