.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old April 19th, 2007, 06:58 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Modding Idea List

I don't think it really flattens the units out too much. I mean it's not like it makes the elite units any less elite. It just makes them cost more if they were stupid powerful. And the crappy low end units need something to make them more attractive or they will /never/ be useful. Actually even at 9 or 8 gold instead of 10 some units are still damn near useless - there's no real niche for units which are strictly inferior. Like for Mictlan in CB they raise the cost of the jaguar warriors considerably - that makes sense to me, since Jaguar warriors were cheap, available everywhere, sacred, low resource cost, even without bless were extremely powerful and hard to kill etc etc. The end result being that in vanilla /no-one/ could use sun warriors without handicapping themselves. By making jags less uber, at least people might think about using sun warriors if the situation suites them. So there you have a unit restored to its niche role (against massed shortbows, if you have tons of resources, if you want an earth/blood bless etc) and hopefully more variety.

The item costing I honestly don't know about. If you say they made bad mistakes changing the costs there I can't disagree, I don't have enough experience with forging.

I like the fact that some truly awful summons were reduced in gem costs. I mean who would ever use reanimation at its old cost? It might as well not have been in the game. I also like the changes to the scales, since stuff like the magic scale just didn't make sense to me in vanilla.

You don't like it, I'd still like to know more, but if you're talked out about it that's cool. I'm going to stick with it, maybe work out which bits work which bits don't for myself.
Reply With Quote
  #2  
Old April 19th, 2007, 10:20 AM

VedalkenBear VedalkenBear is offline
Second Lieutenant
 
Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
VedalkenBear is on a distinguished road
Default Re: Modding Idea List

I haven't noticed much in the way of forging that was an issue, though Owl Quills at lvl0 threw me for something of a loop. As I said, there were a couple things I didn't necessarily agree with, but they weren't sufficient to get me to chuck it out the window.

I feel that the summons especially were 'improved'. Now I don't feel like I'm wading through a lot of subpar choices to get to the one I want. IOW, a spell should be able to justify its presence, or otherwise why have it?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:02 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.