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

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  #21  
Old February 5th, 2008, 02:14 AM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Conceptual Balance Mod 1.2

Cool Dr P. I didn't think such command arua's were possible. These would add a lot of interest to the game.

For other ideas:
-Hydra Tamers can offer poison resitance to nearby troops
-Pangae type commanders and barabarians could have some sort of autobeserk capabilities to nearby troops. (Though this would be a problem because you couldn't turn it off.)
- Some of the poorer mage commanders, like witch doctors and the LA atlantis ones, could have some sort of special aura. There unit decriptions make them sound like they would be in the front lines with the troops.

The idea of aura's is cool, but may be taking things a bit too far.
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  #22  
Old February 5th, 2008, 04:06 AM

AlgaeNymph AlgaeNymph is offline
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Default Re: Conceptual Balance Mod 1.2

Quote:
quantum_mechani said:
*Mother of monsters spawns monsters.
About that, what do the numbers after "domsummon" mean? (e.g., domsummon2, domsummon20)
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  #23  
Old February 5th, 2008, 04:21 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Domsummon2 is half as effective as domsummon, domsummon20 is 1/20th as effective as domsummon.
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  #24  
Old February 5th, 2008, 08:14 AM
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mathusalem mathusalem is offline
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Default Re: Conceptual Balance Mod 1.2

I had a bug with a 4 harms commander who had 5 weapons (3 defaults and 2 items)
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  #25  
Old February 5th, 2008, 09:33 AM
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Horst F. JENS Horst F. JENS is offline
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Default Re: Conceptual Balance Mod 1.2

Does tht LA Bogarus elite cav get bow instead of lance ? I found no description in the readme about it.

Btw, i like the change, it feels more thematic.
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  #26  
Old February 5th, 2008, 12:37 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Quote:
mathusalem said:
I had a bug with a 4 harms commander who had 5 weapons (3 defaults and 2 items)
That's not really CB related.

As for the Bogarus cav, the only change should have been giving cavalry with no hoof a hoof attack, and those with a hoof attack a warhorse hoof attack.
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  #27  
Old February 5th, 2008, 01:39 PM
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Default Re: Conceptual Balance Mod 1.2

Personally, I think you could give the Bogarus cavalry a slight reduction in gold cost, so that they'd be closer to LA Tien Chi cavalry. The Black Hoods seem like they'd be from a similar horse-nomad culture as the Barbarian Kings, and the standard-bearers could really use a reduction in cost.
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  #28  
Old February 5th, 2008, 02:04 PM
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Default Re: Conceptual Balance Mod 1.2

Very cool you got the aura idea working, I am looking forward to seeing the auras you come up with.
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BLAH BLAH BLAH BLAH NEXT TURN.
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  #29  
Old February 6th, 2008, 12:36 AM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Conceptual Balance Mod 1.2

For those interested there are two CB multiplayer games starting up, an EA one by me, and a newbie LA game by Zeldor. They are in the multiplayer subforum.
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  #30  
Old February 6th, 2008, 02:39 AM

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Default Re: Conceptual Balance Mod 1.2

Quote:
Sir_Dr_D said:
For those interested there are two CB multiplayer games starting up, an EA one by me, and a newbie LA game by Zeldor. They are in the multiplayer subforum.
You might want to wait until he uploads the update fix!
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