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June 13th, 2008, 07:56 PM
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General
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Join Date: Oct 2006
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Re: Nation Mod - Tomb Kings - Released!
I really, really like the tomb scorpions. Great graphics, great for a Pretender, with the high Prot.
I'm a little surprised you didn't include the Bone Giant, though, as some sort of high priced recruitable. They'd be great to bulk up an army with, without worrying about losing a hero. I mean, as tough as these guys are on the offense, they are FRAGILE.
I didn't get a chance to try out Horus or the majority of the summons. but they look great!
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June 17th, 2008, 11:45 AM
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Join Date: Oct 2007
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Re: Nation Mod - Tomb Kings - Released!
A quick thought about the general ogreish lack of a counter to Asp Archers. I don't think it would be too unreasonable to give the ogres partial poison resistance. Largely because of the fluff for butchers and slaughtermasters, but I think if they rate 100 poison resist regular ogres could maybe rate 50? Not sure how much that would've helped though.
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June 17th, 2008, 12:17 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Nation Mod - Tomb Kings - Released!
Partial poison res never seems to work properly for me. I agree you could arguably give Ogres some poison res, but I don't want to make them too strong. I'll think about it though.
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June 17th, 2008, 01:43 PM
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National Security Advisor
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Join Date: Sep 2003
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Re: Nation Mod - Tomb Kings - Released!
Quote:
Sombre said:
Partial poison res never seems to work properly for me.
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I think the poison damage units suffer is some percentual part of the original damage they took, and resistance lowers that initial amount. The effect ends up looking as if the resistance helps you overcome poison faster than another unit, relatively speaking. That, or I totally misremember the whole thing. 
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July 12th, 2008, 12:42 AM
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Corporal
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Join Date: Jul 2007
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Re: Nation Mod - Tomb Kings - Released!
I was just wondering is the scorpion hero supposed to have no magic or priest ability? In the description it sounds like it should.
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July 12th, 2008, 04:36 AM
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Re: Nation Mod - Tomb Kings - Released!
I think the idea may be that the mage's (mage/priest?) power all goes towards running the scorpion construct, so he doesn't have anything left?
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July 12th, 2008, 04:49 AM
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National Security Advisor
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Re: Nation Mod - Tomb Kings - Released!
He definitely does have magic, I just checked. I suspect this has to do with the current bug where if you have more than one mod running units start to have their magic paths stripped. It's new to this patch, and apparently it is going to be fixed next patch.
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