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  #1  
Old December 16th, 2008, 02:54 PM

Aezeal Aezeal is offline
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Default Re: New Nation: Dragons, Magic Incarnate V1.01

I won't change much now except real bugs. They don't need to be the strongest race out there anyway. Early game is allowed to be relatively though too since I think they should be a stronger late game race.
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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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Old December 17th, 2008, 04:35 PM

Loren Loren is offline
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Default Re: New Nation: Dragons, Magic Incarnate V1.01

I don't get it. The Death Wraith Dragon is marked as an assassin as far as I can tell, yet it does not have the assassination ability.


Digging some more: The summoned dragons have gold & resource cost so they have upkeep. That's not normal. Is there some reason for this or is this a mistake?

More digging, more problems: The Dragon Raid spell. I hadn't seen it before, finding it in the file I tried it. Yikes!

*SOME* of the melee dragons flew forward and engaged. Others sat around at the start point, I don't know why. The Poison Ivy sat there at the start point casting Raise Dead--and just about killing the melee dragons that didn't fly into combat with it's aura. It's units stayed there with it, they never accomplished anything other than be arrow targets.

Finally I believe it must have cast touch of madness on itself but I didn't see it--it went up to maximum ranged attack range and started spitting, never hitting anything.

I don't know why all of the misbehavior but the poison dragons shouldn't be mixed with the others like that!

Last edited by Loren; December 17th, 2008 at 04:58 PM..
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