.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War - Save $7.00
War Plan Pacific - Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #91  
Old November 18th, 2012, 04:41 PM

Admiral_Aorta Admiral_Aorta is offline
Second Lieutenant
 
Join Date: Dec 2010
Posts: 517
Thanks: 17
Thanked 35 Times in 24 Posts
Admiral_Aorta is an unknown quantity at this point
Default Re: Adept's Mod (weapon, magic and monster changes)

no, i am completely serious, reducing the price of militia(one of the most unfairly underutilized umits in the game) by 2 gold is a massive change that will shake the metagame to its core. maybe this daring mod will even go so far as to increase their strength stat by a single point to represent militia being mostly conscripts from rural areas. who knows, or dares to dream?
__________________
hey check out these rad cool mods!!!
Myxinia, Lords of Ooze and Slime
CoE Summons

This Machine Kills Fascists
Reply With Quote
  #92  
Old November 19th, 2012, 03:49 AM

momfreeek momfreeek is offline
Corporal
 
Join Date: Aug 2011
Posts: 178
Thanks: 1
Thanked 47 Times in 8 Posts
momfreeek is on a distinguished road
Default Re: Adept's Mod (weapon, magic and monster changes)

Did he ruin your favorite mod? sadface
Reply With Quote
  #93  
Old November 19th, 2012, 04:29 AM

Admiral_Aorta Admiral_Aorta is offline
Second Lieutenant
 
Join Date: Dec 2010
Posts: 517
Thanks: 17
Thanked 35 Times in 24 Posts
Admiral_Aorta is an unknown quantity at this point
Default Re: Adept's Mod (weapon, magic and monster changes)

on the contrary, this mod is my favorite, now and forever
__________________
hey check out these rad cool mods!!!
Myxinia, Lords of Ooze and Slime
CoE Summons

This Machine Kills Fascists
Reply With Quote
  #94  
Old November 19th, 2012, 04:54 AM

momfreeek momfreeek is offline
Corporal
 
Join Date: Aug 2011
Posts: 178
Thanks: 1
Thanked 47 Times in 8 Posts
momfreeek is on a distinguished road
Default Re: Adept's Mod (weapon, magic and monster changes)

Then I vote to rename this mod to "Admiral Aorta's favourite balance mod". To be clear its purely a rebalancing mod rather than a content mod.
Reply With Quote
  #95  
Old November 19th, 2012, 05:50 AM

Admiral_Aorta Admiral_Aorta is offline
Second Lieutenant
 
Join Date: Dec 2010
Posts: 517
Thanks: 17
Thanked 35 Times in 24 Posts
Admiral_Aorta is an unknown quantity at this point
Default Re: Adept's Mod (weapon, magic and monster changes)

that's fine with me, i would be honoured to give my name to such a wondrous mod
__________________
hey check out these rad cool mods!!!
Myxinia, Lords of Ooze and Slime
CoE Summons

This Machine Kills Fascists
Reply With Quote
  #96  
Old November 19th, 2012, 05:53 AM

Redeyes Redeyes is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
Redeyes is an unknown quantity at this point
Default Re: Adept's Mod (weapon, magic and monster changes)

The non-apparent use is that militia become very gold-effective at patrolling and sieging (defense, offense).

CBM made the same change and the CBM world didn't implode.
Reply With Quote
  #97  
Old November 26th, 2012, 05:00 PM
Adept's Avatar

Adept Adept is offline
Sergeant
 
Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
Adept is on a distinguished road
Default Re: Adept's Mod (weapon, magic and monster changes)

You really think 7 -> 5 gold change would massively change the metagame? I was gonna go with 7 -> 6, but it seems like needless pussy footing.

I'll set it at 5 (and the little Markata at 4) for the latest multiplayer match with my local Dominions group. I guess I'll have funny stories to tell if it means things get out of hand.
Reply With Quote
  #98  
Old November 26th, 2012, 05:26 PM
Adept's Avatar

Adept Adept is offline
Sergeant
 
Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
Adept is on a distinguished road
Default Re: Adept's Mod (weapon, magic and monster changes)

A little addition. I feel the metagame, when it comes to militia probably needs to be changed. I've never met anybody willing to buy militia, except in truly bizarre one-off circumstances. You pay full food cost for the "soldiers" with weapon skills and morale 8. Mostly they are more a liability than an asset.
Reply With Quote
  #99  
Old November 26th, 2012, 08:32 PM

jBrereton jBrereton is offline
Private
 
Join Date: Oct 2012
Posts: 21
Thanks: 4
Thanked 0 Times in 0 Posts
jBrereton is on a distinguished road
Default Re: Adept's Mod (weapon, magic and monster changes)

Making Militia NNE could help.
Reply With Quote
  #100  
Old November 27th, 2012, 11:33 AM
Adept's Avatar

Adept Adept is offline
Sergeant
 
Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
Adept is on a distinguished road
Default Re: Adept's Mod (weapon, magic and monster changes)

Nne?
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:55 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2017, Shrapnel Games, Inc. - All Rights Reserved.