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  #21  
Old March 21st, 2007, 09:59 PM
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Default Re: The biggest problem with Dom III

Hmm Im not sure if hydras fit outside of the pythium theme
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  #22  
Old March 21st, 2007, 10:07 PM
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Default Re: The biggest problem with Dom III

Quote:
Gandalf Parker said:
Hmm Im not sure if hydras fit outside of the pythium theme
The units for Pythium should have high poison resistance or immunity... otherwise it's easy to cripple large AI armies when the computer is using Pythium.
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  #23  
Old March 21st, 2007, 10:31 PM

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Default Re: The biggest problem with Dom III

And i do not think the developers owe any obligation to keep improving a game after release(in the absence of a monthly fee), unless there are actual bugs that need fixed. But I would love to see some of the better ideas put together and sold as an add on.
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  #24  
Old March 22nd, 2007, 12:11 AM

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Default Re: The biggest problem with Dom III

Yeah the pythium situation isn't great. It could be partially fixed with a mod though.
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  #25  
Old March 22nd, 2007, 01:12 PM
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Default Re: The biggest problem with Dom III

Hmmm lately Ive come across an even bigger challenge. Playing as Gath or Formoria. Bare starting army, bare set of pretenders to choose from, no national sites or recruitables or gem income. You have to turn them on with a bare script mod but it is interesting.
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  #26  
Old March 22nd, 2007, 01:55 PM

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Default Re: The biggest problem with Dom III

I tried out a map with no indy poptypes and it actually seemed to work out better for the AI, since the player makes more use of them. The AI also likes to build forts, which fits in perfectly.

I suggest other people do give it a go. You still get some interesting indies via sites as well.
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