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Old May 4th, 2007, 11:34 PM
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Default Re: Avernum, The Awakening v1.0 UPDATED

This mod is a lot of fun. This nation is very powerful but I think it is neat for single player play.

I lucked out and picked up 3 heroes within the first year of the game. My strategy consisted of making tons of gem producers with my great scales and summoning troglodytes like woah.

I made my phophet the slith gladiator guy with the excellent regen, and he pwnd anyone foolish enough to step in my domain (65 hp with 8 candles).

Next time I play, I am going to try a different pretender setup. I am going to go 3 order 3 magic 3 growth, enough death for the mid range undead leaders, and enough nature/water for clams. My astral economy was unreal, and I can only imagine with clams to boot


Balance/ bugs-------------------------------------

Really, talking about mod balance is truly a matter of opinion in dominions, but one thing that did stand out was the power of the Trog khazi with 3 blood / 3 earth. In my game I did not have growth scale, so they picked up afflictions pretty fast from old age, but they seem very underpriced in any case for what they are capable of.

The only bug I found was a typo in the description of the starting commander. Ben needs to be replaced with "been".


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Conclusion

This is really a fun mod. I am going to fiddle around with the unit numbers and the nation number so I can play this mod with my mods in the same game. I am curious to see if the AI has the brain power to pearl horde with this nation or use the summons properly.

There are a lot of different units to choose from, and I admit I was a bit lost when it came to the theme of the nation because I have never played the original game. It seemed like the Nephil could be developed into a nation of their own, as could the sliths, but I imagine this probably conflicts with the original games story.

The graphics fit in PERFECT. You did an excellent job of resizing and making these graphics work.

I love this mod, nice work!
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