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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old June 12th, 2005, 02:25 PM
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Default Re:

Also, how about making the Clam cost more in water and add some astral to the requirement too?
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  #2  
Old June 12th, 2005, 03:17 PM
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Default Re:

Then it can't get poisoned, hurt, or repelled from head-butting. Only things with length, or armored things (like horns and scorpion stingers) should have length > 0.
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Old June 12th, 2005, 04:55 PM
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Default Re:

Quote:
Saber Cherry said:
Then it can't get poisoned, hurt, or repelled from head-butting.
That would be the point, if it's going to be as good as wing buffet currently is.

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Only things with length, or armored things (like horns and scorpion stingers) should have length > 0.
Or wing buffet, which repels pretty much everything other than pikes and lances.
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Old June 13th, 2005, 08:34 PM

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Default Re:

I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
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File Type: zip 358961-blackzen.ZIP (2.5 KB, 117 views)
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Old June 17th, 2005, 11:29 AM

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Default Re:

Myself I just don't like the -10 damage "trick". Instead of being exceptionnally good Lifedrain weapons become near useless, and everyone will switch to Duskdagger+Sword of Quickness or whatever combo instead. Up to the time when someone will mod Duskdagger to be dam 2 nostr and Sword of quickness 4W !
Bloodthorn as a Blood booster but useless weapon is fine.

Arralen, I'm not that sure STR30+ SC are that common.
In fact only few Pretenders have that level, even Demons/Devils are in the 20s...
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Old June 30th, 2005, 01:44 AM

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Hmm...Guess I'll have to just tough it out!
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Old June 30th, 2005, 10:52 AM
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Default Re:

Can anyone tell me where can I find the info on the new scales (the new numbers that is)?
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Old June 30th, 2005, 12:19 PM

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Default Re:

it´s in the dm file:

#deathincome 4 -------> means one scale of growth(death) raises(lowers) income by 4%.

#deathdeath 3 --------> means you get 0.3% more pop per turn per growth scale.

#slothincome 4 --------->means one scale of productivity(sloth) raises(lowers) income by 4%.

#slothresources 15--------->means one scale of productivity(sloth) raises(lowers) resources by 15%.

#misfortune 13------> one scale of luck makes a good event 13% more likely.

#eventisrare 20------> raises the chance that an event becomes a rare event.
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Old July 9th, 2005, 01:26 AM

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Default Re: spell mod and elementals

About the spell mod and elementals:

I like the fact that elementals have been made cheaper to summon in combat; they're viable battlefield spells now. However, I worry that they may be too good, especially "living clouds/earth/water/fire" (the one that summons 4 elementals for still only 1 gem).

I think the normal elemental summoning should stay at 1 gem, but that living earth should be moved to 2 gems. That's still cheaper than it was in the original game. Also, it's still worthwile compared to the normal elemental summoning: that one summons 1 elemental for 1 gem. Living Earth summons 4 elementals for 2 gems, a nice x2 effect for your research investment. Right now in Zen's mod, it's a x4 effect, and that seems a little unbalanced.

But, I don't mind if it stays the way it is, if so I'll just continue to cast the crap out of it when I get the research level.
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Old July 10th, 2005, 08:51 PM
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Default Re: spell mod and elementals


Seems about right - a level 8 research spell is supposed to have some oomph, not to mention that most nations aren't going to have a whole lot of mages that can cast it. The lower level versions, I generally wouldn't cast at all, unless maybe something desperate was going down : just not efficient to burn 1 gem per elemental.
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