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

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  #1  
Old June 10th, 2007, 03:35 PM

Gooles Gooles is offline
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Default Re: Honey

My very very late post:
1. Or just add a bit of lore to it (Any chance of nation more descriptive nation desc.?)
2. Definitely! This has a lot of potential if modder is willing to put in even more time and work (a LOT of time).

3. I thought the air servants were very overpowered as well as they took 3x sized armies without losses and at a VERY low cost(gold/resources). The precision could be lowered to 8-12 and have glamour taken out in favor of 3-5 more protection (add some lore for it, I loved the descriptions)
4. Before trying mod, I gave pretender +10 air, making holy spirits the best missle fodder I've had yet.
5. Some units look a bit too dark (specifically Archmage Citizen, Mage Duke, Priest Magi and Holy Servant). The artwork's great, a little more contrast and brightness would go a great way towards helping me appreciate it. Earth servant, Spectral servant and bone servant could use a tad bit of brightness too maybe.
6. *very nitpicky* The spells' names are in lowercase. Eff the linux users (or post a separate link) and enter the world of standardization.
7. Uhhhh.... Same flag as Yomi? Hard to fight what you can't distinguish.
8. Pretender list is fairly limited, just bringing it up.
9. With Honey again, this nation really needs a youth spell for its' archmage citizens.
10. More of all spells really, it's a mage nation, most work should go into this.
11. National summon for elementals? Maybe bonus for Archmages summoning magic beings?
12. Elementarium produces 0 fire gems per turn. A typo or bug?
13. Wasn't really fond of archmages producing astral gems. It greatly adds to micromanagement. Nation-specific battlefield spells would help in this.
14. Drown is kind of weak, paralyze would make more sense if someone was drowning and it'd be much more useful then holding a unit in place (especially with a length of 1)


This mod is great though and has crazy potential, I just hope you update it again soon.

Cheers!
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  #2  
Old May 21st, 2008, 02:31 PM

Zentar Zentar is offline
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Default Re: Honey

Quote:
Gooles said:
My very very late post:

14. Drown is kind of weak, paralyze would make more sense if someone was drowning and it'd be much more useful then holding a unit in place (especially with a length of 1)

Cheers!
And now an even latter post that is a bit tangent to the mod discussion, but since you mention drowning....

I have found that drowning prevents dying spell casters (who were previously enchanted with "Twiceborn") from being reborn as a wight and returned to their capitol. It is a permanent death even if they die in their own dominion. Perhaps the spell is weaker than a real drowning.

Getting back to the mod itself, I was unable to get the mod to work on my MAC. The mod folder name doesn't match the (.dm) file name and this may the source of the problem. I tried both attachment listing and neither one worked, so I removed this mod from the mods folder and put it in the trash bin. This was the first mod that I have tried that hasn't worked.
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Old May 29th, 2008, 05:34 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Honey

Hmmm...although it's likely a bug, consider that spirits tended to have a lot of trouble crossing running water. Maybe it's actually a feature?
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Old May 30th, 2008, 06:19 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Honey

By the way, I really like this mod. It had a lot of potential, and was-to my mind-very evocative of Ars Magica, the movie The Raven, and the play The tempest/the film Prospero's Books. I even detect an almost imperceptible hint of StarWars-the powerful mages equating Jedi masters and the spirits equating droids.

I hope-even if Uh-Nu-Buh is well and truly gone, that someone will take this up and roll with it. It's a very worthy theme for a nation, and could be extremely cool.
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