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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 August 26th, 2009, 09:38 AM

Deathjester Deathjester is offline
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Default Re: Discworld MA mod

This sounds like a lot of fun. I will be following this thread hoping that you find the time to work on the mod! I'll chip in with ideas if any come to me.
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  #2  
Old August 26th, 2009, 10:57 PM

Radio_Star Radio_Star is offline
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Default Re: Discworld MA mod

Ankh-Morpork priests could have very diverse randoms to reflect the enormous number of gods in the city's temples. Either 100% for +1 in (almost?) any path or, maybe more entertainingly, a small chance at +1 in (almost?) every path. Also, Any Unseen University wizards should have at least 1F, as the ability to chuck a fireball is pretty much standard.
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Old September 7th, 2009, 12:05 AM

name thief name thief is offline
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Default Re: Discworld MA mod

Um, if you do a Ramtops nation maybe include time monks. Also I think there should be new doom horrors included, also for nerfing Wizards could have horror marks. Also could it be possible to randomly change magic paths and names of the wizards?
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Old September 7th, 2009, 12:38 AM

rdonj rdonj is offline
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Default Re: Discworld MA mod

I 99% sure it is basically impossible to mod in new doom horrors that would work the same way as current doom horrors. You could make them and not care that they function differently I suppose, but dominions-wise at least that would be fairly unthematic. I couldn't say as regards discworld though.
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Old October 10th, 2009, 03:22 PM
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Ferrosol Ferrosol is offline
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Default Re: Discworld MA mod Version 0.1 released for play testing

Version 0.1 is available for release and would greatly appreciate it if you can report any problems or suggestions you have and I will attempt to implement them
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