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

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  #1  
Old June 29th, 2009, 08:31 PM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Tail spines is still a melee attack.
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Old June 30th, 2009, 09:22 PM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

I've been thinking... and I know this would be a radical shift from how the lizardmen play now, so it could be difficult to balance, but it just does not seem thematic that temple guard can become as numerous as they can. Basically right now, temple guard are THE unit that itza makes. Well, them and priests. But 90% of the time if you're recruiting a soldier it will be a temple guard. Since the temple guard is supposed to be the rarest of spawnings I am not certain that they should be recruit everywhere sacreds. Actually, what do you think of making all slann auto or domsummon them instead, with no recruitables? You could remove the price tag on them so they wouldn't cause upkeep issues.

Anyway it's just an idea. I see all these great units in my recruitment roster but I know unless I'm in dire need of extra units I'll never recruit them because temple guard are just that good.
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Old July 1st, 2009, 11:16 AM

kianduatha kianduatha is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Quote:
Originally Posted by rdonj View Post
what do you think of making all slann auto or domsummon them instead, with no recruitables? You could remove the price tag on them so they wouldn't cause upkeep issues.
That sounds like an amazing idea, but very hard to balance. It would definitely change the flavor of the whole nation, making them much more slann-centric.
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