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  #21  
Old September 28th, 2008, 04:49 AM

Aezeal Aezeal is offline
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Default Re: New Nation: Travelers

Well you can change the overall image too of course.. I agree with Honey that your sprite work is great and it wouldn't hurt to show it
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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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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #22  
Old September 28th, 2008, 12:47 PM
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HoneyBadger HoneyBadger is offline
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Default Re: New Nation: Travelers

I like them a lot, Amos. Maybe if you shared them with a wider audience, you might feel better about them, once you got feedback.
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  #23  
Old September 28th, 2008, 01:36 PM

Aezeal Aezeal is offline
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Default Re: New Nation: Travelers

Only thing is this is again a freespawn nation if I put it in dom 3000 that will be the 3th (of total 7 then) with freespawn.. quite a diffent balance than the vanilla game.

I don't see why this nation couldn't have recruitables though I love the graphics and the general idea behind this nation but I've difficulty fitting it in dom 3000 directly.

Why aren't the followers of Ka sacred btw? Seems like it might be a thing for them.
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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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  #24  
Old September 28th, 2008, 06:53 PM
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Amos Amos is offline
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Default Re: New Nation: Travelers

Quote:
Why aren't the followers of Ka sacred btw? Seems like it might be a thing for them.
I didn't want to make another "all holy" nation. The Travelers religion, if you can call it that, is working on a different dynamics (they are completely alien).


I've finished the basic structure for my new mod- "Dreamers" (Theran empire EA), and have all of the summons sprites ready. I'll probably release it when I have the summons integrated and all the descriptions done.
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  #25  
Old June 27th, 2009, 02:28 PM

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Default Re: New Nation: Travelers

Just wanted to say that I think this is a really cool mod! Also, I was wondering if this mod increases the chances for indies to have special commanders? I was just playing a game with this mod and CBM 1.5 and was finding troll kings, sorceresses, etc. in indy provs, with gems and items.

Also, does your dominion spread normally? It seems like it doesn't.
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  #26  
Old July 4th, 2009, 09:01 AM
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Amos Amos is offline
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Default Re: New Nation: Travelers

I'm sorry. I haven't touched this mod in a while. So, I have no idea how the fix of the "immortal bug" affected this nation.

Quote:
Also, I was wondering if this mod increases the chances for indies to have special commanders?
No it doesn't.

Quote:
Also, does your dominion spread normally? It seems like it doesn't.
I think there are positive modifiers to the dominion spread in this mod, but I'm not sure. As I remember it, this nation is very dominion dependent. So, it's entirely possible that they get some boost in that area.
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  #27  
Old July 5th, 2009, 07:54 AM
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Burnsaber Burnsaber is offline
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Default Re: New Nation: Travelers

Quote:
Originally Posted by Amos View Post
I'm sorry. I haven't touched this mod in a while. So, I have no idea how the fix of the "immortal bug" affected this nation.
What bug? I can't recall any bugs about the immortal tag.
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See this thread for the latest info concerning my mods.
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  #28  
Old July 5th, 2009, 10:52 AM

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Default Re: New Nation: Travelers

Diseased immortal units used to die permanently. Most of the Traveler's immortal units are quite old.
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