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  #21  
Old February 10th, 2006, 06:23 PM

shovah shovah is offline
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Default Re: New Mod: Halls of the Underkings

daynarr i love you! halls of the underkings is now officially up and running
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  #22  
Old February 10th, 2006, 06:57 PM
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Default Re: New Mod: Halls of the Underkings

Glad to be of assistance.
Still have no idea why you had problems in the first place, though.
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  #23  
Old February 10th, 2006, 07:05 PM

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Default Re: New Mod: Halls of the Underkings

yea, same here. and would just like to congradulate zepath on a great mod, it seems like what ulm wants to be when it grows up (and i love me fire bola, boots of strength and gurdle of might under kings with massed hurlers and ballistaes) and i cant seem to find anything explotable unlike alot of other mods ive tried (which spoils it imo)

edit: one comment would be berserk +10 on woad raiders seems a little high, while its fun and makes them easy to kill it slaughters jotuns (even neifel jotuns, which ive just tested)

ps: daynarr, do you want to attach the other mods in their respective threads to one of your posts?
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  #24  
Old March 5th, 2006, 06:00 PM
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Default Re: New Mod: Halls of the Underkings

Impressive mod. I like it a lot (didn't have time to play much).

Dom2 mods will be almost compatible with dom3. You will probably need to change some stuff to make them work, but basically it will be the same.
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  #25  
Old March 6th, 2006, 03:26 PM

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Default Re: New Mod: Halls of the Underkings

maybe stuff like changiong unit numbers ect? and i agree its a good mod (and any guys that survive their first hit and get that +10 berserk... priceless)
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  #26  
Old March 6th, 2006, 06:48 PM
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Default Re: New Mod: Halls of the Underkings

I especially like the paladins... with an E9 blessing from the Stone King, a half-dozen of them make great indie-chompers (27 prot with Legion of Steel). I even tried a game against Ermor (the AI picked Ashen Empire, of course) and 18 or so could hold their own against a couple hundred undead. If I had not picked Drain3 I might have been able to get some relief and regen casters, but of course I eventually got swamped. They might be a little underpriced

I appreciate all the effort that must have gone into this; I like having lots of options for troops.
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  #27  
Old March 6th, 2006, 07:27 PM

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Default Re: New Mod: Halls of the Underkings

i took drain too, and my research was, well, appaling. i also find the axe throwers backed by balistaes to be useful (and the higher end commanders can make ok thugs)
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  #28  
Old March 12th, 2006, 10:30 PM
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Default Re: New Mod: Halls of the Underkings

I would also love to see Warhammer and Song of Ice and Fire nations in Dominions. There is already a elves mod made, Forest of Lorean, I have yet to play.

Others that would translate well:
Bretonnians - Nation of Knights and cheap men at arms/bowmen
Orcs and Gobbos: Boar Boys, Shammans, Big Uns all would work well.
Skaven - Cheap fragile hard with some elites mixed in
Chaos - All three would be perfect, but I'd love to see Hordes of Chaos. Powerful expensive mages, Top Tier infantry and Knights, great thugs in chaos lords/champions, cheap light infantry and calvary.

And of course with every warhammer race, comes supplied with their own heros.

I have Army builder, and the Codex for Empire and Chaos (the last 2 editions) if you need any help with stats and thematics.

Basically any nation that doesn't rely on seige weapons would work well.

For the Song of Ice and Fire, I don't know how you would best do it. Magic doesn't play a large role, so having multiple houses without magic wouldn't be good. That would have to be thought out pretty well.

Overall though, if you haven't read the books, I would strongly strongly recommend them. I enjoy sci-fi as well, but this is truely one of the best novels I have read. Its the story more then the setting that sets it apart. Martin spins a tale that takes you on a roller coaster ride. It definatley doesn't follow the same blueprint of traditional tales. He really deserves all the accolades this series has recieved.
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  #29  
Old March 13th, 2006, 02:11 PM

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Default Re: New Mod: Halls of the Underkings

just a note on the warhammer concept: skaven rely quite a bit on seige weaponry (well warp weaponry technically) and you forgot a few races:

ogres - tough, fast infantry with gobbo support

dwarves - we have this mod (though its missing an anvil of doom)

tomb kings - free undead spawns and recruitable chariots and skeletal bowmen

vampire counts - vampires and necromancers for leaders (aswell as the occasional wight lord) with banshees and graveguards as elites and zombies, skeletons, ghouls, wolves, and bats

dark, high and wood elves im not too sure about
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  #30  
Old March 14th, 2006, 04:46 PM
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Default Re: New Mod: Halls of the Underkings

Someone already mentioned VCs, so I figured the undead were covered.

Dwarves rely on siege more then skaven do. I have seen multiple skaven armies with just hordes of troops.

Every army has a seige weapon now, but most armies don't need them. High Elves would probably make the best transition to the dominions game. They have great wizards, elite calvary, archers, and solid infantry.

Priests would have to be conjured out of warhammer lore. Every race in warhammer believes in gods, but not every army has a Priest in the army list.
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