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  #1  
Old February 26th, 2006, 02:48 PM
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Default Re: New Mod: Dragons

I can't say I agree with much of what you suggest for balancing. You want me to remove alot of what makes any individual dragon special.

I will make a few changes though

also I can't add magic resistance negates to a new weapon, its just not moddable. and madness strike does have the feeblemind secondary effect already
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Old February 26th, 2006, 03:08 PM
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Default Re: New Mod: Dragons

I did most of the changes to the shadow dragon you suggested. and gave the breath a smaller AoE, and reduced his precision.

I took the hunt off the draco sanguinius (but not ars sanguine) and increased his path cost to 85.

I toned down the madness strike so it isn't as accurate as it was before. Its already low damage low ammo.

Your suggestions to gold dragon completely remove what I added for thematic purposes. Dragons breath things, I'm not going to just make him a mage with an auto flamestrike (circa MoM) If you want him to cast magma, then give him a level of fire He breathes magma, he doesn't have to cast it. I'll reduce his fear by three, and up his cost.

I'll reduce the storm dragons hp to 90.

keep in mind dragons, even in CB, can solo indes really well too, so the fact that these dragons can should be no suprise.
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Old February 26th, 2006, 03:14 PM
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Default Re: New Mod: Dragons

Oh, I hadn't realized magic res. couldn't be added to weapons.

Sorry about the suggestions not working, but I found most of them very powerful. That isn't bad on its own, but they are too cheap for the price. Except, of course, if you replace the existing pantehon with monsters... In that case, go for it! I could use the bloodshed for entertainment! Especially for those damned Knights.

I also don't see how Draco Sanguinius could be useful except as a Blood hunter, which in most cases means he also needs an element to accompany it... However, it mighn't be as balanced as I though at first. He is very powerful, and will be nigh useless on battle. HP don't do much when you have neither protection, defense, or access to buff spells...

I don't think I mentioned it before:
Sea Dragon looks great.
Shadow Dragon looks great. And the red eye is freaky on the unit info screen...
Void Dragon looks strange, but I think that's intentional. However, I would change his description a little.

It mentioned something to the effect of "instead of legs, the Void Dragon has tentacles. His tail is also a tentacle."
The last sentence is strange - it doesn't add much information, and I don't think the difference between tail and tentacle is big enough to warrant a mention.

Also, the whip-slash might not be the best sound effect. Consider one of these for weapon sounds:
25, 49, 79, 83, 85 for sound effects. Or 28, the Horror sound, for the Void Dragon.
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Old February 26th, 2006, 03:31 PM
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Default Re: New Mod: Dragons

I have further reduced the power of some of the breath weapons, So they are more in line with red and blue dragon's weapons.

Also since other people are complaining ars sanguine is too good a hunter, I halved his dousing skill.

I'll look into the sound effect thing - is there a better list of sound effects than the one in the mod manual?
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Old February 26th, 2006, 03:39 PM
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Default Re: New Mod: Dragons

No. I recorded most of them, painfully. Unfortunately, they are wav (=big). Many of them are the same base sound, but there are some unused sounds in the middle of them. I'm not sure if they are placeholders or not. I didn't go past 80 or so, but I think they end before that.
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  #6  
Old February 26th, 2006, 03:43 PM
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Default Re: New Mod: Dragons

changed the sea dragons breath to be more thematic
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Old February 26th, 2006, 05:22 PM
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Default Re: New Mod: Dragons

lowered some of the costs, they where two high when compared to base dragons
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  #8  
Old March 5th, 2006, 05:42 PM
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Default Re: New Mod: Dragons

Fun mod. I liked the bloody one Kudos!
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  #9  
Old March 6th, 2006, 05:16 PM
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Default Re: New Mod: Dragons

thanks
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