.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

Reply
 
Thread Tools Display Modes
  #41  
Old March 25th, 2005, 05:06 PM

Scott Hebert Scott Hebert is offline
Second Lieutenant
 
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
Scott Hebert is on a distinguished road
Default Re: Nation Mod Release: Gollarn

Er, do you mind if I ask what the tweaks are?
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
Reply With Quote
  #42  
Old March 25th, 2005, 05:27 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Nation Mod Release: Gollarn

Quote:
Scott Hebert said:
Er, do you mind if I ask what the tweaks are?
*immobile, cheaper trappers

*better att/def on many units

*lower stealth on assassins

*clayformer 10 gold less
Reply With Quote
  #43  
Old March 25th, 2005, 05:28 PM

Scott Hebert Scott Hebert is offline
Second Lieutenant
 
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
Scott Hebert is on a distinguished road
Default Re: Nation Mod Release: Gollarn

Grr. I liked the trappers mobile.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
Reply With Quote
  #44  
Old March 25th, 2005, 09:10 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Nation Mod Release: Gollarn

Quote:
Scott Hebert said:
Grr. I liked the trappers mobile.
I could not think of another way to keep them from displacing the roles of gollarn guards and raiders.
Reply With Quote
  #45  
Old March 25th, 2005, 09:12 PM

Scott Hebert Scott Hebert is offline
Second Lieutenant
 
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
Scott Hebert is on a distinguished road
Default Re: Nation Mod Release: Gollarn

I guess. It's a hard task.

Of course, I find them all displaced by the Mind Enslaver.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
Reply With Quote
  #46  
Old March 25th, 2005, 09:54 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Nation Mod Release: Gollarn

Quote:
Scott Hebert said:
I guess. It's a hard task.

Of course, I find them all displaced by the Mind Enslaver.
While they are quite usefull, it takes time to build up enough of them that only they and their thralls are needed for expanding. And if you continue to focus on them instead of mages throughout the game, other players will not have much of a problem fighting you. I would certainly consider a price raise though, if they seem too much in MP.
Reply With Quote
  #47  
Old March 25th, 2005, 09:58 PM
The_Tauren13's Avatar

The_Tauren13 The_Tauren13 is offline
First Lieutenant
 
Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
Thanks: 0
Thanked 0 Times in 0 Posts
The_Tauren13 is on a distinguished road
Default Re: Nation Mod Release: Gollarn

I dont think the spirit walker is unbalanced, simply because he is a commander. You are limited to one per turn, and only that to the exclusion of any other mages.
__________________
Every time you download music, God kills a kitten.
Reply With Quote
  #48  
Old March 25th, 2005, 10:02 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Nation Mod Release: Gollarn

Quote:
The_Tauren13 said:
I dont think the spirit walker is unbalanced, simply because he is a commander. You are limited to one per turn, and only that to the exclusion of any other mages.
You can always put down another fort and temple. Still, I'm not sure if they are any worse than, say, Pythium's communicants.
Reply With Quote
  #49  
Old March 26th, 2005, 07:13 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Nation Mod Release: Gollarn

Do Spirit Walkers cost as much upkeep in their Spirit form as they do in their normal form? I seem to recall it didn't have the buyable form's gold cost in some version, but I'm not sure anymore.
Reply With Quote
  #50  
Old March 26th, 2005, 01:04 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Nation Mod Release: Gollarn

Quote:
Endoperez said:
Do Spirit Walkers cost as much upkeep in their Spirit form as they do in their normal form? I seem to recall it didn't have the buyable form's gold cost in some version, but I'm not sure anymore.
No, I think both have always had the same gold cost.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:09 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.