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  #21  
Old October 15th, 2008, 09:30 AM
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

Nope !
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  #22  
Old October 15th, 2008, 01:51 PM

Aezeal Aezeal is offline
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

Well I'm happy if you like them. No reason to get jealous though since as I've posted in the first post I've just taken existing art and taken the dragons out.. still a lot of work but no reason to be jealous of "my art"

But have you played the nation?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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  #23  
Old October 15th, 2008, 01:53 PM
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

Aezeal-a couple things you could do to make dragons less economically efficient:

1-the next update is going to include sites that raise/lower scales. You could include a starting site that increases sloth. The problem with that is, it won't take effect until the next update.

2-with the next update, you can raise/lower the price of temples, labs, for dragons. Since dragons are all so huge, it makes sense their temples, labs, would be huge too, and require a variety of unusual-thus expensive-equipment. Same problem as above, though.

3-You can also include "increases unrest" on your units. All my dragons increase unrest, naturally. And this is something you should be able to do, right away.
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  #24  
Old October 15th, 2008, 02:49 PM
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

Not yet, too much work. I didn't even finished my own sprites for Cantabira... But I will soon unleash my dragons against other pretenders !!
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  #25  
Old October 15th, 2008, 05:12 PM

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Default Re: New Nation: Dragons, Magic Incarnate now with preview

3-You can also include "increases unrest" on your units. All my dragons increase unrest, naturally. And this is something you should be able to do, right away.

Hmm a good idea, I've used it on my orcs already but it's a VERY VERY strong effect and can quickly cripple your econ.

Thing is I'm waiting for a lil more feedback to see if all agree the nation is to strong now (I'd prefer to hear about a larger game played till the end).

Everyone playing the nation: tell me everything you encounter
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #26  
Old October 16th, 2008, 04:11 AM
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

Messed around with these guys a little tonight.

First, a bug. The Stargazer dragon has a typo in the path for its attack/casting sprite, it is directing to "Stargazerblahblah.tga.tga". Worked fine when I fixed it.

Second, I changed the Poison Spit to have 3 attacks, and I think it's pretty well balanced like that. The 3 attacks hit 3 separate targets, but only individual units - it's weaker than AoE, and uses ammo up faster. I'm considering upping the ammo a little, since now they only fire for 13 rounds.

Third, I don't know what I am doing wrong, but wow these guys are hard to get off the ground. With Mighty AI, I can't seem to keep up. Maybe they could use a little stronger starting army? Especially if you add in anything to balance them in late game that slows them down even further at the start, they will need some kind of boost to even get them off the floor.

Oh one other thing, your "Claws" attack has 2 attacks, but the AP claws only have 1, which seems a little odd to me.

Oh yeah..... Also, perhaps add Holy 1 to the Stargazers? As it is, the only Holy you can get is on your Prophet, and it would be nifty if the Stargazers could Bless themselves, and possibly Communion up to get big Banishes for use against Ermor. As it is, the dragons have 0 chance against Ermor, at any stage of the game.
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  #27  
Old October 16th, 2008, 08:44 AM

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Default Re: New Nation: Dragons, Magic Incarnate now with preview

Hmm thanks for the feedback Jim
It's good to hear that they aren't as overpowered as some feared ( if others keep disagreeing there can of course be changes anyway so keep the feedback coming) so I'll wait with changing the econ a bit till I have more opinions (wisdom of the masses). If you still think changes are needed to make early game better if I don't touch the econ just now then met me know and I'll take your suggestion to increase starting army a bit to heart.
What do you think about what the others said that just with bonebiters he could easily kill 3 normal AI's?

further:
1: the AP claws certainly should have 2 attacks
2: I'll change the poison to what you suggest since it's been said before the ranged attack is too weak
3: It's not entirely true that you can't get holy since
- you get it 50% on the stargazers
- you get it 10% on each young adult (= commander)
- you get it on all dragons adult and up with increasing strenght.
(unless of course the code I used for the 10 adn 50 % holy magic is wrong, I can't check it now.)

On the to do list still is
- age 0 for dragons, should be easily changed
- weaken assasin (ghost dragon) (I plan on lowering hp to 35 and increase price a bit)
- attack sprites for recruitables
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #28  
Old October 16th, 2008, 09:09 AM

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Default Re: New Nation: Dragons, Magic Incarnate now with preview

I believe holy doesn't work via custommagic chances.
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  #29  
Old October 16th, 2008, 09:54 AM
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

Quote:
Originally Posted by Sombre View Post
I believe holy doesn't work via custommagic chances.
I remember reading that. It seems easily checked in-game - none of them show a 10% or 50% random pick.

It was an interesting idea, but wouldn't it work fine enough to just give the Stargazers H1?

I'll give it another try with just Bonebiters for expansion, but I don't know. I'll update my own .dm file to give the 2 attacks on the AP claws, I'm sure it'll make them a bit more shocking. (To be honest, I wasn't fighting AIs yet, but they were outgrowing me rapidly, I just couldn't keep these guys from taking a lot of losses to indies.)
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  #30  
Old October 16th, 2008, 02:32 PM

Aezeal Aezeal is offline
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

if it doesn't work then I'll give the stargazers H1 yes.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
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