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  #1  
Old July 15th, 2007, 01:43 AM

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Default Re: Urdheim, The Infinite Horde

I'm not sure that giving morale 99 is a good idea - it has no special properties but it's so high that it could have some odd effects on the game. Better to give morale 40 or something - much the same effect, but less extreme.
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  #2  
Old July 15th, 2007, 01:59 AM
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Default Re: Urdheim, The Infinite Horde

99 is a special number, which functions as gone berserk (never flee).
50 is mindless, 30 is standard unbreakable (flee when whole army flees).

Edit:
I'm still on the fence as to whether they should be mindless or not. The concept in question for the Cursed Ones having a fragmented mind could be argued either way, and I'm not terribly opposed to them dissolving, though it does change the balance up and down in more subtle ways as well. Future comments and further reflection may bring a stronger conclusion.
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  #3  
Old July 15th, 2007, 08:42 AM

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Default Re: Urdheim, The Infinite Horde

It's true that berserk units have morale 99, but giving a unit morale 99 doesn't make them start/go berserk to my knowledge. I haven't tested it extensively though.

I didn't know about morale 30. Useful if it actually works.
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  #4  
Old July 23rd, 2007, 11:45 PM
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Default Re: Urdheim, The Infinite Horde

Well, no update this week, as things are getting close to where they should be (I think that every unit now has its use). I did however, bring the first post more up to date with where things are now. Anyway, if nobody brings up any more balance or usefulness concerns within the next month or so, I'll probably be able to release the final version for Urdheim (for v3.08 of Dominions) in mid August.
Once again, aside from the normal criticisms, any balance / hero / pretender suggestions are more than welcome.

For those who enjoyed Urdheim, and would like to see more, I've started work on something else, and that should hopefully be released sometime in late August.
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Old August 1st, 2007, 09:49 AM
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Default Re: Urdheim, The Infinite Horde

A very complete, and graphically nice mod. I've tested them on Glory of Gods map with all AI to difficult, and I've squashed helheim and maverni at the same time. I think armor piercing plus poison (double shot) is a bit strong for early age, specially against small elite armies which tend to get murdered in one volley. Maybe they have got less of an advantage against large armies of chaff (maybe...).
Your mod is one of the most complete I have seen so far, with plenty of new strategies to experiment.
Late august seem so far away.
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Old August 24th, 2007, 09:42 PM
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Default Re: Urdheim, The Infinite Horde

I love your sprites! Very well done.
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  #7  
Old August 25th, 2007, 12:50 AM

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Default Re: Urdheim, The Infinite Horde

Hey Amos, havn't seen you around here lately .

I agree with you on the sprites - very nice.
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Old August 31st, 2007, 02:11 PM

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Default Re: Urdheim, The Infinite Horde

There's been some chatter bout this mod recently over the forums and in the IRC channel and the consensus is that they are pretty heavily overpowered. Not crazy can't be beat overpowered, but probably stronger than any of the dom3 vanilla nations.

Now I haven't looked into this fully, but the main areas of concern appear to be the pretenders (not so much the immobile one though) and the troops that summon allies. Summoning is a very powerful ability and hard to balance - I've made summoning units that were far too strong before myself. If you're still around, Saulot, I think I can round up comments from various people about the balance and make some more detailed suggestions at a later date. Everyone does seem to agree that they're a very interesting and cool nation, just with a pretty major balance problem.
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