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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 May 31st, 2007, 11:16 AM

Sombre Sombre is offline
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Default Re: Rate of feedback on nation mods

Well in that case I'll stick it on my to-do list and have a quick go at graphics in the next hour or so, see how viable it is.

Couple of additions to the above army list - Plague Monks and Plague Priests with poison res, plus poison cloud producing censor bearers. Also the Verminlord Greater Daemon as a high end national summon. It's amazing how well 90% of warhammer stuff actually fits in dom3.
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Old May 30th, 2007, 07:28 PM

MaxWilson MaxWilson is offline
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Default Re: Rate of feedback on nation mods

I agree about the hugeness of the content available in Dominions. For instance, I'm really intrigued by the idea of importing Master of Magic units (was that Foodstamp's project?), but I haven't downloaded the mod, just appreciated the screenshots, because I'm so overwhelmed just playing with the three or four nations I've tried so far in vanilla. (EA C'tis, Helheim, LA Agartha, and that's basically it.) On the other hand, there's no reason I can't grab some mod nations for my AI opponents and maybe I should give that a try some time.

A single game can occupy me for weeks or months. Dominions is a BIG game.

-Max
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