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Posts Made By:
Soyweiser
Forum:
Scenarios, Maps and Mods
February 10th, 2013, 05:41 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Mod (weapon, magic and monster changes)
Indeed it can. If you fall on the shuriken after it was thrown in. But a thrown shuriken? No ****ing way.
Also, hitting the head is very difficult. (not in dom3, but real life).
Forum:
Scenarios, Maps and Mods
February 10th, 2013, 05:33 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Mod (weapon, magic and monster changes)
And as people explained to death, having certain options be so good that the only way to play is to use those options is actually something that reduces the options in the game. That reason, and...
Forum:
Scenarios, Maps and Mods
November 27th, 2012, 01:56 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Mod (weapon, magic and monster changes)
Need not eat
Forum:
Scenarios, Maps and Mods
October 8th, 2011, 07:18 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
So a giant with lesser training is cheaper than a normal human with more training?
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 11:04 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
I'm happy that you do not feel the need to convince me how reducing the power of unit X improves the power of unit Y.
And did you just tell me to test out more mechanics? While you didn't even...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 08:53 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Er... the werewolf has 6 attacks due to being quikened. You did notice that they get _two_ claw attaks now? While the 50 gold royal guard may parry one or two, it's pretty much given that the...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 08:29 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Skull amulets? Who even uses those? On valid kindly targets I would expect more powerful stuff. (actually, I would expect no spellcastable items, these are usually used by non casters, mages have...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 08:03 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Just look at this image:
**This link has been removed by the Shrapnel obscenity auto-detection. Do NOT post obscene links. You now have 10 additional infraction points**[/QUOTE]
For anybody...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 07:51 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Also needed to sitesearch, sneaky protect vs mind hunts (blood hunters for example), and forging. You also want 2 so you can let the one run away, and the other to sneak into your next target...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 07:18 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Just look at this image:
**This link has been removed by the Shrapnel obscenity auto-detection. Do NOT post obscene links. You now have 10 additional infraction points**
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 07:14 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Also, s1 random hags are not that easy to get. You never have enough of those. (You want them sneaking around to prevent mind hunts, sitesearch, research (you are a blood nation, these suck at...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 02:25 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Executer, never heard of the axe wielding samurai then?
Or the knights of the round axe.
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 10:45 AM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Also, without gemgens, the monkey nations (except lanka, which is more an ape nation anyway ;)). Are a lot weaker. As all require a lot of S gems. Same for LA R'lyeh.
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 10:29 AM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
Skrattir in wolf form no weaknesses? Have you even played with them in MP? They have enough weaknesses. (ps, I think CBM reduced the HP a bit). Sure they are powerful, but removing the hand slots...
Forum:
Scenarios, Maps and Mods
October 4th, 2011, 06:02 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
52,493
Posted By
Soyweiser
Re: Adept's Balance Mod 1.00 ready
So you remove options from the skrattir to force them to be used like you envision?
Showing results 1 to 15 of 15
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