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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 July 1st, 2009, 09:51 PM

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

I would not be opposed to a weaker dom summon (like summon 20). If you buffed the temple guard back up to their original stats, they would be worth it (and available by mid-game). It would slow down the early game a tad maybe, but not much as Itza has plenty of other excellent recruits.

Another option that I believe I mentioned already (as I like it) is to have Slann battle-summon 2-5 guards. I think this is quite thematic (the guards following the Slann) but it might also be a little unbalanced (assassinations would be harder, though they are already difficult, and it would be more feasible to tele-drop Slann on enemy PD). Maybe battle-summon 3 and domsummon 20?
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Old July 2nd, 2009, 12:19 AM

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

I don't know, battle summoning could be a bit too good due to assassination battles (as you already pointed out). There really don't seem to be very many good ways to kill slann off, plus again if you have a lot of slann in a province your enemy has to kill several dozen temple guard every battle to get to them.

I don't know, trying to do anything too fancy may just turn out to be too unfeasible for game purposes. Auto summons do tend to be hard to balance in mods.
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  #3  
Old July 2nd, 2009, 12:50 AM

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

The Summon Allies option seems like it would lead to a very strange path for Lizardmen--castles become less important than Slann for troop production. Think of it like this: A castle and temple now costs 2000 gold. Two fourth-generation Slann in comparison costs 1700, and would give you as many temple guards as a castle(at least 3/turn apiece, i presume?). Sure, you have the opportunity cost of two Slann--but wait, it was actually *cheaper* than making the castle in the first place. All you really lost was two commander recruits which probably would have otherwise been skink priests. And you can't really say you 'lost' the commander recruits either, because in actuality you got the best thing you could recruit. You didn't get the early-game usage of two skink priests, then.

Frankly, that sounds terrifying. I could see someone year two having only two castles maybe and over a dozen slann in stasis just pouring out hordes of temple guards, since it's actually more economical than the current strategy--and gives you buttloads of high astral mages for when you need them.

Domsummon is in comparison actually sounding more tame.
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Old July 10th, 2009, 12:13 PM

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

In case you haven't checked to figure out why flood of serpents doesn't work right yet, the issue is a typo in the #fatiguecost line.
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