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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 January 23rd, 2008, 07:29 AM
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Default Re: New Nation: Travelers

Thank you for an incredibly detailed report.

-I'm thinking of removing the cost of the Missionaries from the cost of the Princes. Right now when you buy them you are paying for them both.

-I'll remove the spawns maintenance cost completely.

-The update will be posted when I figure out what to do about Dominator units (I think leader's ability to travel enormous distances and change form at will makes them worth the cost).

As for scales, try sloth/2 magic/3 instead. Same research value but more money and resources.
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Old January 23rd, 2008, 07:19 PM
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Default Re: New Nation: Travelers

Version 0.06

- Gave Hermit "Katar" instead of "Pata" (was too lazy before);
- Raised Summoner's price to 95gp;
- Lowered maintenance for both Soldiers and Elite Soldiers of Ka;
- Possessed Prince gained a lowered cost and a 3-stage shape shift:
P.Prince -> Missionary <-> P.Captain;
- Added another armor unit that can fly - "Exterminator Armor" ("Construct Army" spell summons them at research lvl 9 instead of "Dominator Armor");
- Lowered price of "Construct Squad" and added "Construct Flying Squad" spell.
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Old July 7th, 2008, 07:02 PM
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Default Re: New Nation: Travelers

Version 0.07

Changed unit numbers to 2450-2480. I'll change the problematic numbers in my other mods when I have the time.
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Old September 3rd, 2008, 11:28 AM
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Default Re: New Nation: Travelers

Version 0.08

- "Ethereal Claw" is mrnegates;
- All armor got stonebeing;
- All Travellers got stormimmune;
- "Exterminator Armor" is stormimmune.
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