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Dominions 3 > Mods > COE3 sprite summons


Title: COE3 sprite summons


Sombre - May 8, 2012 02:16 PM (GMT)
So with the 'upgrade existing dom3 sprites' category of COE3 sprite usage on track, what about the summons?

We already have Elemental Knight Summons as a mod (please do try it out).

I posted in the COE3 thread that,...

Generally speaking, big new stuff (not replacement sprites) we seem to have:

A nation of dwarfs
A nation of rat headed bakemono
A nation of hoburgs
A series of golems
A series of clockwork soldiers and monsters
A scattering of large, mythological monsters
Elemental knights
A series of bizarre horrors
A series of sauromatiaesque eastern cavalry
A series of siege weapons
A series of realistic animals
A handful of extra devils/demons/imps
A series of spectral troops
A series of undead/carrion/manikin bone creatures
A series of swamp/doppleganger units
A series of immobile totems
A series of D&D style trolls/ogres/giants
A series of smaller dragon variants
A handful of foulspawn/mutant troops


So here's a thread to discuss and create a summons addon pack which can be optionally enabled along with CBM, holy war etc. Here are some general guideline suggestions:

1. Crosspaths as often as possible
2. Err on the side of caution with power level
3. Fill niche slots and make use of special abilities
4. Every summon should have an inherent weakness
5. Endgame summons are much harder to balance and get feedback on
6. Nature should be the 'summoners path' where possible

Here are some thoughts about the actual summons

1. Clockwork beasts fatigue out like horrors, all in construction, all earth+secondary path
2. Trolls! The basegame troll summon gives you a size 3 grey troll. We also have access to size 4 grey trolls, size 3 green trolls, two levels of troll shaman. Clearly there's room for a few extra troll summons
3. Ogre/hill giant things! Like the wild ettin these feel like nature summons (nature earth? nature fire?) and like the trolls there are a handful of sizes/types. They are all beefy chappies, some of them might be thugs
4. Swampy doppleganger units. These might be a nice line of nature/death summons and this group contains the absolutely stunning ooze monster full of body parts. Clearly he needs to be a cool, possibly even unique mid/late summon

Soyweiser - May 8, 2012 02:34 PM (GMT)
Tried the knights mod, might be a little bit unbalanced. Having them all be mages.

No other idea about the other summons.

Sombre - May 8, 2012 04:33 PM (GMT)
It almost certainly is overpowered, being as they are thug/mages for so few gems. Also I think the armour being called by ID means they would have no armour in game (unless the mod command has changed without mee noticing) and that some of the values are too extreme, like stormpower 10.

But it's more an example of the sort of thing we might do.

I would personally make them troop summons with the mage paths so they can be gored if necessary. An alternative to the season summons.

Admiral_Aorta - May 8, 2012 09:27 PM (GMT)
Yeah I just made that as a quick example mod, It's quite possibly a bit overpowered. What's wrong with calling armor by ID? I tend to do that, it's more precise than the names, does it not work? I'm pretty sure they have armor in game. The new horrors could possibly be remote attack or assassination spells, with astral as the first path.

Sombre - May 8, 2012 09:58 PM (GMT)
QUOTE (Admiral_Aorta @ May 8 2012, 09:27 PM)
Yeah I just made that as a quick example mod, It's quite possibly a bit overpowered. What's wrong with calling armor by ID? I tend to do that, it's more precise than the names, does it not work? I'm pretty sure they have armor in game. The new horrors could possibly be remote attack or assassination spells, with astral as the first path.

It certainly didn't work back in the day, but it may now. Give it a test.

Elmokki - May 8, 2012 10:11 PM (GMT)
It definitely works. UnitGen calls weapons and armor only by ids and it works just fine.

Sombre - May 9, 2012 11:47 AM (GMT)
So in terms of giants/trolls we have:

Ogre (size 3)
Green ogre (size 5)
Ogre (Size 6)
Two headed two clubbed ogre (size 4 or 5)
two headed single club ogre (size 6)

Grey Troll (size 4)
Green troll (size 3)
Grey troll with earring (size 6, low quality att sprite)
Dark grey troll with stone in club (size 4)
green troll shaman (size 3)
green troll high shaman (size 3)

Whereas in dom3 already we have:

Grey troll (size 3)
Grey troll king (size 3)
Grey war troll in armour (size 3)

So I think the dom3 graphics can be upgraded and then the following summons added.

Summon Forest Troll (N2E2)
Contact Forest Troll Shaman (N3E3) - green troll shaman + a couple bodyguards
Contact Forest Troll Tribe (N4E4) - green troll high shaman + many green trolls
Summon Giant Troll (E5) - troop summon a single giant troll
Summon Dark Troll (E3D2) - size 4 troop, darkpower/vision, stealth


Still thinking re: ogre/hill giant things.

Sombre - May 9, 2012 04:48 PM (GMT)
Summon Ogres (2N1F) - size 3 ogre troops, they enjoy pillaging and cost gold upkeep, they are pretty mage time efficient but have poor mr

Summon Hill Giant (3N1F) - size 6 big dumb hitpoint and str troop with poor stats otherwise, requires some upkeep, has poor mr

Summon Valley Giant (4N1E) - size 5 green giant somewhat better than the hill giant, no upkeep, weak to fire and cold

Summon Ettinkin (4N2F) - a size 4 two headed giant troop with two clubs, berserk with decent stats, requires upkeep


Use the two headed ogre with some modifications (such as adding a new arm) as the new ettin graphic for wild ettin and ettin via crossbreeding.

Eziky - May 9, 2012 05:51 PM (GMT)
I still cant decide if siege should be magic or just go to some nation that could use a boost. All golems and constructs from Hoburgs in coe3. Pretty much about the same just diffrent elemental ressist. Could just go to construction with earth and second path fiting to there elemental ressist.

Eziky - May 11, 2012 04:39 PM (GMT)
http://koti.welho.com/ehalttun/public_files/coe3/ A coe3 db file. Just in case you might want to check what the monsters are in coe3 and what stats they have and so on :)

Admiral_Aorta - May 12, 2012 12:09 AM (GMT)
I like the graphics for those totems, they could be niche enchantment summons. They'd all be immobile of course and with different abilities. The warrior totem could maybe #onebattlespell something to buff troops and act as a standard, the beast totem could summon animals(#makemonster?), the thunder totem could project lightning and the totem of maladies would have something disease related. I guess the beast totem would be nature, the malady totem death, the thunder totem air and I'm not quite sure about the warrior totem, maybe fire?

Eziky - May 12, 2012 04:30 AM (GMT)
Well. Could make make warrior totem into earth. Beast totem ea Mari . Warrior totem ea Um. Maladies ea Sauromantia. Not to sure about air one . Maybe ea Caelun ?
Pity ea mictain dont have air mage. Totems would so fit them.

Admiral_Aorta - May 12, 2012 05:57 AM (GMT)
Nah I think they shouldn't be national summons, make them available to everyone.

Admiral_Aorta - May 20, 2012 12:47 PM (GMT)
I'm just in the process of adding more summons and also making the elemental knights not commanders, I'll post it here when I've done the golems.




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