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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 March 17th, 2009, 12:58 PM
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Jazzepi Jazzepi is offline
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Default Re: Nation - Lodum : Viral Death - version 0.39

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Originally Posted by VedalkenBear View Post
Jazz: Oh, I don't doubt that the disease clouds are diseasing the enemy.. but what is that really doing for you? Not many people would want to lose an army to kill an opposing army 10-20 turns down the road.
It's not so much the opposing army, really. I was thinking of opposing SCs/thugs. Having every one of your little units diseasing the enemy makes deploying non-undead SCs against Lodum terribly painful.

Notably, it's not just your armies that have disease cloud, it's your PD as well. Even a raiding thug who doesn't mess with your main armies will get diseased.

I messed around with the resource/gold costs, and lowered them across the board. I also made the sacred trampler cheaper. Then I switched the Child and Crest for thematic reasons.

Really I'm okay with them having crazy magic diversity at this point, even if my original intention was to have low levels of astral.

Also, I removed the disease cloud from the commander units so that you can keep them towards the back and prevent them from getting diseased, thus removing some of the annoying micro of checking to see if they're feebleminded or whatnot every turn before going into battle.

I've almost finished all the descriptions, and I'll upload after I do.

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Old March 17th, 2009, 01:09 PM
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Default Re: Nation - Lodum : Viral Death - version 0.39

I think Lodum might fit better in LA, then MA. It would help to distance them from MA C'Tis, whose disease dominion does vaguely the same thing as the constantly diseased units, but better.

It would also provide a nicer constrast between the poorly armored Lodum units, and the more heavily armored LA units.

Also, the world is kind of going crazy in LA, and a huge Allspawn fits right in

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