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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 April 13th, 2008, 11:30 AM

Sombre Sombre is offline
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Default Re: Djinnibad - Nomads and Genies

Uh,.. what basegame level 4 priests are you referring to?

Strong priests means holy 3 priests are recruitable.
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  #2  
Old April 13th, 2008, 11:47 AM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

thought so

on the wazir.. no other mods with new nations I just don't get it.

Can anyone else read back to last page and see what is wrong with my Nomad Wazir?
--> I don't know what changed but now the wazir is where he is supposed to be.. all is well.

The nation is getting a long nicely still need more troops but endo does great work on the nomads

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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #3  
Old April 13th, 2008, 04:25 PM
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Wrana Wrana is offline
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Default Re: Djinnibad - Nomads and Genies

Yeah, got confused by Dom2 reminisciences...
So now we get 2 priest variants w/ Holy 3 in MA... Maybe make Khalif a multyhero?
As for Wazir confusion - I had self-correcting error too, though of different kind...
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  #4  
Old April 13th, 2008, 05:39 PM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

I'd just keep the kalif but remove the other
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #5  
Old April 15th, 2008, 01:31 PM
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Default bump - MA version 0.11

There are probably some bugs in it. And I didn't finish nation itself. So just count it as bump for now...
For now I have several ideas on magic sites in capital:
City of Xanadu itself;
Grand Bazaar (provides gold, among other things);
Palace of Air & Fire to recruit genies as Aezeal offered;
Temple of the Stone (read: Kaaba);
Mountain of the Eagle's Nest (read: Alamut).
Of course, this is too much & also I don't want too much commanders to be capital-only. Any thoughts on this?
To Aezeal: Current version quite possibly duplicates some unit numbers with your early era. As I want this to be at the end a single mod with all 3 eras included I'd like to know which monster numbers you're going to use up (the same goes for weapons, etc.) to reserve them in future versions.
Attached Files
File Type: rar 597830-nomads2a.rar (9.0 KB, 92 views)
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  #6  
Old April 15th, 2008, 03:29 PM

Aezeal Aezeal is offline
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Default Re: bump - MA version 0.11

lol no idea which numbers I will use

DL the mod as it is now and just stay like 10 higher in each?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #7  
Old April 15th, 2008, 03:33 PM

Aezeal Aezeal is offline
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Default Re: bump - MA version 0.11

#newweapon 802
#name "Pekhlevan's Mace"
#dmg 12
#att 2
#def 1
#len 2
#rcost 10
#armorpiercing
#magic
#aoe 2
#sound 11
#end

ehm AP AOE 2 damage... for a recruitable... nonono... that is a 10-15 gem magic item you are giving away for free, high damage too.

As said instead of sorcerors I'd just use the marid and efriti

adn the turbaned helm seems to have to high protection
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #8  
Old April 15th, 2008, 03:36 PM
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Default Re: bump - MA version 0.11

As I've seen, you've used numbers 20 & 21 for Pretenders (though there was about 15 numbers between these & highest previous number). So, next version I'd probably redo monster numbers to start from 30-31, eh? BTW, I made nation number +1, planning +2 for LA.
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