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  #31  
Old January 17th, 2010, 10:48 PM

LoloMo LoloMo is offline
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Default Re: New Nation: Sanguinia (Update v1.1)

bumping this thread for Baalz' review in his new mod nation game
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  #32  
Old April 18th, 2010, 08:35 PM

militarist militarist is offline
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Default Re: New Nation: Sanguinia (Update v1.1)

As far as I understand the idea of mod creator was to hold dominion from overspreading.. Do prophet/temples/home province spread dominion? Or, like with Micltan do not?
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  #33  
Old April 18th, 2010, 09:35 PM

rdonj rdonj is offline
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Default Re: New Nation: Sanguinia (Update v1.1)

They do not.
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  #34  
Old April 19th, 2010, 07:19 PM

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Default Re: New Nation: Sanguinia (Update v1.1)

is someone supporting the mod?
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  #35  
Old April 19th, 2010, 07:32 PM

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Default Re: New Nation: Sanguinia (Update v1.1)

Sombre has made a bit of an update to it in the LA mod combo pack.
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  #36  
Old April 20th, 2010, 12:03 AM

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Default Re: New Nation: Sanguinia (Update v1.1)

If he likes vampires, it would be cool if he fixed this lifedrain issue if it's possible. These vampires in lategame loose all their charm because of it.
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  #37  
Old April 20th, 2010, 07:11 AM

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Default Re: New Nation: Sanguinia (Update v1.1)

The immortal 0 enc high statted mages you mean? Yeah they're useless without free bonus lifedrain that nothing else in dom3 has.

I'm not 'fixing' this because it behaves as standard in dom3. Also you should direct your comments to the Late Combo Mod thread, because this thread is for the standalone version of Sanguinia, which has nothing to do with me.
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