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

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Old October 24th, 2008, 07:39 AM

rdonj rdonj is offline
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Default Re: New Nation: Dreamers

I don't know... I tried it out but I don't feel like I'm qualified to give feedback on your mods. Usually I find I struggle very hard with them where I would normally do much better, and yet many people say your mod nations tend to be very overpowered. This is the first one I've played where I feel it really is overpowered, but at the same time it's got to be the least magically diverse nation ever conceived. The troops can be frustratingly useless at times, but then I realized you have 25 gold h2 priests that can lead as many troops as most of your commanders and began teleporting dreamers to provinces where I had to do a lot of killing and that problem disappeared. I have lots of sp experience but very little mp experience, so while I can say pretty certainly that it's a hideously strong nation against vanilla nations in sp, I don't really know enough to say whether they'd remain that way otherwise.

They do have a very hard time making decent thugs, but on the other hand you almost don't need them if you keep a few dreams of holy protection with your armies. I haven't tested out all the spells and abilities... I'm familiar with some from the horror scourge mod and I don't have all the others in my game yet. I believe I was working toward being able to cast the rift when I stopped. I was basically at war with the entire world at once and the war was going very slowly as I had a lot of ground to cover and had been using my resources very inefficiently for much of the game.
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Old October 24th, 2008, 08:27 AM
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Amos Amos is offline
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Default Re: New Nation: Dreamers

Thank you for the feedback.

I usually test my mods against my other mods. In "Dreamers" test game this nation had a hard time against Travelers with bad scales and Angelic Crusade with good scales even after I researched "Dream of Madness". I started making some progress only after "Astral Corruption" killed most of their strong casters. Even then, Crusade with armies 800 each and strong dominion is very hard to defeat. So, could you tell me - why this nation is so overpowered compared to vanilla?

As for diversity, some of my other mods are even less so.
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Old October 24th, 2008, 09:06 AM

rdonj rdonj is offline
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Default Re: New Nation: Dreamers

The main reasons I think it is so overpowered compared to vanilla are the dreamers, casting effectively will of the fates for just the cost of being able to get them where you want to go. You should have lots of dreamers so using them like that doesn't hurt much. Also the cheap priests combined with bantu infantry is a very useful combination, plus the mass luck and wooden warriors if you like. It's very easy to get lots of buff spells out on your armies even relatively early in the game. Also the dream wardens and the pretender are incredibly strong, especially for the early age. My pretender has been in quite a few battles and I think he still hasn't been hit by a melee attack yet (plus he's immune to nearly all magic). The troops in and of themselves I think are a bit weaker than average for the most part but the things I mentioned above more than make up for it.

I can understand how the travelers nation could be hard for them to defeat - trying to fight immortal, ethereal mindblasters isn't really my idea of fun. I have to admit I'm not as familiar with angelic crusade, I tried it a long time ago and I don't remember it that well.
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