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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #61  
Old March 10th, 2010, 03:19 PM

Illuminated One Illuminated One is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I think all no aoe spells without 100 prec can be parried. At least they often fail to do anything.
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  #62  
Old March 10th, 2010, 04:29 PM

kianduatha kianduatha is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I did some fast testing--I gave a Mechanical Giant two shields (parry 9 and 11)and threw a good ~40 arcane bolts at him point-blank. Not a one hit.

Even with just his baseline shield it took a good 10 arcane bolts to bring down the Mechanical Giant, between the spell missing(despite high precision and low range) and shield parry.

All that said...I still probably won't use Mechanical Giants unless I'm like playing Ulm.
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  #63  
Old March 10th, 2010, 05:15 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

There you go, lumber construct very early, but expensive for what you get, thug SC thing. Maybe not SC in the traditional sense...
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  #64  
Old March 10th, 2010, 09:14 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Llama, great job! I'm looking forward to testing these in MP soon.
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  #65  
Old March 11th, 2010, 04:40 PM

LDiCesare LDiCesare is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I made a small experiment and had a cyclops+aesir nation vs. a tartarian nation. Cyclops come out faster, which may allow to get artefacts earlier on the way but their price is such that they don't get spammed as tartarians are. Of course, GoR has a price, and takes some time, but naked (non blind) tartarians can be pretty strong. When I got 1 fully kitted cycops killed before being able to buff himself by 3 tartarian monsters who flew upon him from afar, I realised my initial assessment was certainly wrong.
So I'd say the 35 gems cost looks quite balanced, although it may in fact be a bit expensive considering earth gems can be used to forge all kinds of good stuff.
The aesir is probably more affordable given air gems aren't all that useful imo, and she comes with a nice armor.
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  #66  
Old March 12th, 2010, 06:56 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

This looks way OP. not for me. Nice use of the balrog miniature though.
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  #67  
Old March 12th, 2010, 11:44 AM

Raiel Raiel is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Quote:
Originally Posted by Adept View Post
This looks way OP. not for me. Nice use of the balrog miniature though.
Do you mind expounding upon the reasons behind this assessment?

Many members of this gaming community want an endgame alternative to spamming Tartarians, and it would be ideal for a mod such as this to achieve (something akin to) universal acceptance...
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  #68  
Old March 12th, 2010, 02:23 PM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

llamabeast:

I hope you release fixed version compatible with CBM soon, so we can test it in MP
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  #69  
Old March 12th, 2010, 03:59 PM

Zeldor Zeldor is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

So Treant has forestshape? But only +20hp and +2strength in a forest?
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  #70  
Old March 13th, 2010, 03:07 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

From what I see in the mod file, he also gain stealth, and its immobile form is better
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