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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 December 27th, 2008, 09:10 PM

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

At least for SP it's still got balance problems: A pure Ghost/Flame Tongue strategy won it without too much difficulty.

The only actual real use I made of the summons was to cast some globals.

I had enough summons at the end to use in battle but it all that did was speed things up by a couple of months.

At the point I declared it won I had all access to the enemy blocked off by a minimum of 50 flame tongues and I was pushing dominion out. Had I just kept hitting End Turn I probably would have won it eventually.
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Old December 27th, 2008, 09:36 PM

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

I don't think it would be nearly so easy in mp, you'd make enemies very fast if you went around assassinating everyone's commanders, and a player at least will put guards on them. I actually lost a few early on in my game against ermor to ghost grips and or fear. Plus I imagine you must expand a lot more slowly than most nations.

That said an ethereal 35 hp assassin with 3 attacks (one of which is ap) and 14 attack skill is a bit much. They need to be either ridiculously expensive (upwards of 400 gold, non-sacred), lose most of their attacks, lose ethereality, be a summon, or get a massive attack skill nerf. Possibly a combination of several of the above. I really don't think they should have 3 attacks, especially.
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