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March 27th, 2009, 01:28 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Alugra, City of Wonders version 1.00
Oh, okay. I figured it was probably some sort of alternate form, but I'm very hesitant to lose heroes. 
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April 10th, 2009, 06:46 AM
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Corporal
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Join Date: Jul 2007
Posts: 106
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Alugra, City of Wonders version 1.00
Awesome race. It still some overpowered but realy interesting to play in SP. I try play with turmoil-sloth-luck-magic scales and N4W4 Mastermind with total blood economic, and it was impressive. Note: trained Shadow Son is very important part of erly expansion.
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The Following User Says Thank You to Natpy For This Useful Post:
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April 10th, 2009, 03:18 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Alugra, City of Wonders version 1.00
Quote:
Originally Posted by Natpy
Awesome race. It still some overpowered but realy interesting to play in SP. I try play with turmoil-sloth-luck-magic scales and N4W4 Mastermind with total blood economic, and it was impressive. Note: trained Shadow Son is very important part of erly expansion.
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Thanks for feedback. "Awesome" is exactly what I'm going for with this nation  .
Would you care to elaborate on the overpowerdness? If I know what excatly bothers you, I can tackle the issue on the next update. I know that the blood economy is too good. I'll address it on the next update (Blood Sergeants will then cost 13 slaves and cause 5! unrest per month in the province where they dwell. They're horrible monsters that snatch away daughters in the night, people will be upset about their presence!).
The gifted (as units) are too good in SP, I admit. The AI is just too stupid to try to counter them effectively. In one SP game, the AI assaulted my Smith army with Wolf tribe warriors. Dam 13 attacks vs prot 20 guys? I was thinking of making MP and SP versions of this mod at the next update. In the SP version, all gifted will probably get a hefty +10gp price tag and Power Within will be a tad more expensive.
Why W4 in your pretender? The reinvogration from E4 bless is lot more useful in my opinion and you can easily get into higher water by forging water bracelets and then robes of the sea with Fishermen. Assasin expansion with shadow sons isn't the fastest way, but it's really fun to play. Especially once you manage to research "Shadow Animation". Use Air Force also allows them to really snipe with their crossbow.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
Last edited by Burnsaber; April 10th, 2009 at 03:28 PM..
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April 10th, 2009, 04:58 PM
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Corporal
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Join Date: Jul 2007
Posts: 106
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Alugra, City of Wonders version 1.00
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Blood Sergeants will then cost 13 slaves and cause 5! unrest per month in the province where they dwell. They're horrible monsters that snatch away daughters in the night, people will be upset about their presence!
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I think 13-15 slaves price will be fine. This change will make them inefficient as cheap and upkeepless researchers. But 5 unrest/turn is just more micromanagement, i think is bad idea.
Quote:
Why W4 in your pretender? The reinvogration from E4 bless is lot more useful in my opinion and you can easily get into higher water by forging water bracelets and then robes of the sea with Fishermen.
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Yes, any minor bless can be good, because of supercheap Shroud of the Battle Saint (2 gems). N-bless is most important. You can even use it for your almost dead fewer fetish bearers, while librarian heal them. 3W1N on my pretender just for clamming ability and for "Contact Naiade" spell, W-bless is a side effect.
Quote:
Assasin expansion with shadow sons isn't the fastest way, but it's really fun to play. Especially once you manage to research "Shadow Animation". Use Air Force also allows them to really snipe with their crossbow.
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Yes, assasin expansion with shadow sons isn't the fastest way, but it is not the only way, it`s just the boost. Shadow son can kill any indi commanders even with bodyguards, without reserch.
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April 12th, 2009, 03:30 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Alugra, City of Wonders version 1.00
You're probably right about unrest increase. I'll probably just increase the price. If they cause problems even after that, Blood Sergeants will lose their dousing bonus.
Intresting stragedy with Fever Fetishes and Clamming. Nice way to feed alugra's everlasting hunger for gems. I don't really clam myself (I hate the micro), but clad to hear that it is working for you.
I've lost few Shadow Sons to independents. The Amazon leaders are a tough nut to crack. Bodyguards and spell spam.
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May 27th, 2009, 01:19 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Alugra, City of Wonders v1.03 - Balance update.
Ok, new version. This has been sitting on my computer for weeks, bit I've been to lazy to upload it.
Version 1.03
* Balance update.
- Librarian researchbonus got reduced.
- Increased gold cost of Preachers & Masters & Manifests
- Minor nerf to Smith astral path randoms.
- Increased cost of Train Blood Sergeant
- Blood Sergeants lost douse bonus.
- Fishermen got a drastic cost reduction.
- Mastermind now also produces nature gems.
- Some hero description fixes.
- Changes to forts. No castles under 1000 gold.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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November 18th, 2009, 03:44 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Alugra, City of Wonders v1.03 - Balance update.
New version.
With the feedback from the Tourmaline game, I think that version 1.05 is pretty much MP-balanced
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January 17th, 2010, 03:20 PM
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Sergeant
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Join Date: Aug 2008
Posts: 337
Thanks: 1
Thanked 13 Times in 7 Posts
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Re: Alugra, City of Wonders v1.03 - Balance update.
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Originally Posted by Burnsaber
New version.
With the feedback from the Tourmaline game, I think that version 1.05 is pretty much MP-balanced
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I've installed this mod, and when I try to click on the capital, it says "can't open ./mods/./City of Wonders/Worker_1.tga"
Is this just a case of an image being missing in 1.05?
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January 18th, 2010, 02:23 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Alugra, City of Wonders v1.05 - Balance update.
Quote:
Originally Posted by Alpine Joe
Is this just a case of an image being missing in 1.05?
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It's an error in the .dm file. I'll fix it once I get home.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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January 18th, 2010, 08:05 AM
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Sergeant
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Join Date: Aug 2008
Posts: 337
Thanks: 1
Thanked 13 Times in 7 Posts
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Re: Alugra, City of Wonders v1.05 - Balance update.
Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by Alpine Joe
Is this just a case of an image being missing in 1.05?
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It's an error in the .dm file. I'll fix it once I get home.
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Thanks for the attention! I actually solved the issue by just making a copy of Worker_2 and renaming it and sticking it back in the folder....I don't know anything about mods, but it is running without crashing!
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