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  #1  
Old January 29th, 2008, 12:02 PM
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Default Re: New Mod: Insectoids

Version 0.12

Changed most #blind to #darkvision.
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  #2  
Old February 16th, 2008, 10:32 AM
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Default Re: New Mod: Insectoids

All immobile units had their defense reduced to 0.
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  #3  
Old May 19th, 2008, 01:49 AM

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Default Re: New Mod: Insectoids

I have played this mod and it is a blood hunting nation that uses blood slaves instead of gold to "Buy" units. Normally I would use a positive growth scale to produce more population to harvest.

Where do you get the blood slaves from when the population is wiped out? With Ashen Empire a death scale is obvious, but here it is not. Do you get more insects for free when the population dies?

It took me several turns to get this nation going, but then it had swarms that were starving in low population areas. This nation rolled over other nations with their swarms of insects, but I needed some construction stuff to keep the hordes fed.

Tunneling helped with moving nested queens, and the nesting concept was an interesting and thematic twist.

Normally nations in the early era get 6 gems per turn, but this nation gets none (I was expecting 6 free blood slaves every month but it probably doesn't make a difference.
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  #4  
Old May 19th, 2008, 04:36 PM
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Default Re: New Mod: Insectoids

Quote:
Do you get more insects for free when the population dies?

The higher your dominion the more insects you get in the province.
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  #5  
Old May 19th, 2008, 07:52 PM

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Default Re: New Mod: Insectoids

So why the death 1?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #6  
Old May 20th, 2008, 04:19 AM
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Default Re: New Mod: Insectoids

Quote:
So why the death 1?
Death 1 because the insects eat the population.

Quote:
So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture?
The insect hordes grow so fast that they cant think about future harvest. They expand or die from hunger.
Death 3 was proposed as an offensive strategy.
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  #7  
Old September 2nd, 2008, 10:54 AM
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Default Re: Insectoids

Version 0.13

- Gave all Nest and Hive insectoids stormimmune, because even the Nest fliers can borrow and move through underground tunnels;
- "Nectid Queen" got beckon 15 and stealthy 25 so that you have even more reasons to summon her.
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  #8  
Old May 20th, 2008, 12:44 AM

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Default Re: New Mod: Insectoids

Quote:
Amos said:
Quote:
Do you get more insects for free when the population dies?

The higher your dominion the more insects you get in the province.
Yes, dominion effects the amount of insects that you get.... but again why would you choose death when you need blood slaves to buy nationals. You can not use gold and resources - you convert population to blood slaves then to queens. So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture? Does a dying population provide rotting corpses that attract insects providing more workers/soldiers?

When I played this mod, I trashed order and production (chaos3 / sloth3). And then I even took -2 in magic. It seemed that Growth +3 not death made the most sense (and some luck taking advantage of more random events). Then I read that the players were suggesting death-3 over death-1 and now I am totally lost.

Help, I really don't get it. Even though I have no idea what I am doing, I still loved your mod.
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