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

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Old December 21st, 2008, 07:57 PM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.75 - 7th race added: Dragons

Oh, THAT was why I was still playing that orc game, still need to research more. I assume you mean the things that are domsummoned would get lighter armor and the things that you need gems and research to summon would be tougher? Well, my first thought is that sounds horrifying, it would hugely weaken the race probably. On the other hand, armor is pretty flimsy in melee and shields do a lot of the protecting at range anyway. And the orcs are one of the strongest races right now, so perhaps they could use a bit of nerfing. But the summons are still going to have to be pretty good to justify not building an orc hero every turn in every fort, unless the change makes their domsummons a lot weaker. But if it does make them that much weaker it will probably be very hard to survive later in the game.

I suppose if you look at summoning males that way it does work. My biggest problem though is in the very beggining of the game there's not a whole lot you can do if you start on one of the smaller planets. Your dominion and queens ramp up slowly so playing a mp game as insects might be a bit boring for the first year or two.
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Old December 22nd, 2008, 03:59 AM
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Amos Amos is offline
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Default Re: Dominions 3000 v0.75 - 7th race added: Dragons

For the teleport spell just create dimensional portal bypassing space/time between two points. That way it doesnt matter if two points are divided by light years of space or 1mm. You could call it a "Sub-space Tunnel" and make it a high lvl spell.

For Commonwealth - I could replace all of the swords with guns. But I'll need to find time for this project.
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