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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 June 28th, 2009, 03:36 PM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Actually I looked back at the slann while posting and saw that they do have the domsummon in there when the slann is dormant. So I edited my post in the hopes no one would see that :P If you're worried about having them summon units with a gold cost you could maybe make an alternate version of the temple guard that doesn't cost anything. But I'm not sure that's really necessary especially if they are only creating them when they're dormant, since they are your best option for breaking into high level ritual spells.

Yeah, I don't see how you could really put much effort into even researching blood in the first few years. By the time you actually have the research and slaves to spare to cast it the benefit of their having blood vengeance is likely significantly lessened. I haven't actually used them yet so if you think it's not a big deal it probably isn't. But blood vengeance is something that's pretty rare in the game, confined to expensive late items and very high end blood magic so having it available on a cheap low end summon seems overpowered even if it isn't.

The heat power 3 does make him pretty strong in heat 3 dominion. But you're right, any sensible player in mp with water magic available to them will spam wolven winter at any province they expect to have a major battle in. Might be a bit harder to do though if you use the sunscales as in-dominion thugs.

If you pop the bubble with fire magic, does that 500% extra damage carry over to the second form? I've had times with second shapes where it seems they take spillover damage from the primary form and if that carries over, you could just cast combustion and watch them all go poof. The Xhotl summons are very fun though, they definitely offer you a lot of battlefield flexibility.
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  #2  
Old June 29th, 2009, 02:08 PM

kianduatha kianduatha is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

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Originally Posted by rdonj View Post
Yeah, I don't see how you could really put much effort into even researching blood in the first few years. By the time you actually have the research and slaves to spare to cast it the benefit of their having blood vengeance is likely significantly lessened.
The point of going blood-4 isn't the summons, it's for Flood of Snakes--by the way, did you mean to have that spell be free? It's extraordinarily brutal to start spamming it year one. It can take down anything that doesn't have archer support. Two casts can take down a knight or elephant province, or most castles' province defence. Try out getting an awake sage and blitzing to blood 4, it's a lot of fun. By early winter year one you get an expansion army every time you make one or two priests of sotek(and a scout or indy commander to capture the provinces).
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Old June 29th, 2009, 02:32 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

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Originally Posted by kianduatha View Post
The point of going blood-4 isn't the summons, it's for Flood of Snakes--by the way, did you mean to have that spell be free?
No, obviously not -sigh-

I tested it before and it was working fine, guess I somehow messed up the fatigue cost since then. Ah I see, I retyped it at one point and typoed fatigue.

I will fix that shortly. But I will wait a couple days before I upload another version, in case anyone spots other bugs to fix. Otherwise this is just going to get ridiculous.

In the meantime you can go into the dm file using a text editor, find "Flood of serpents" then manually replace the typo of fatiguecost with the correct spelling. The cost will then be 10 slaves.
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Old June 29th, 2009, 08:31 PM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Tail spines is still a melee attack.
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  #5  
Old June 30th, 2009, 09:22 PM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

I've been thinking... and I know this would be a radical shift from how the lizardmen play now, so it could be difficult to balance, but it just does not seem thematic that temple guard can become as numerous as they can. Basically right now, temple guard are THE unit that itza makes. Well, them and priests. But 90% of the time if you're recruiting a soldier it will be a temple guard. Since the temple guard is supposed to be the rarest of spawnings I am not certain that they should be recruit everywhere sacreds. Actually, what do you think of making all slann auto or domsummon them instead, with no recruitables? You could remove the price tag on them so they wouldn't cause upkeep issues.

Anyway it's just an idea. I see all these great units in my recruitment roster but I know unless I'm in dire need of extra units I'll never recruit them because temple guard are just that good.
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Old July 1st, 2009, 11:16 AM

kianduatha kianduatha is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

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Originally Posted by rdonj View Post
what do you think of making all slann auto or domsummon them instead, with no recruitables? You could remove the price tag on them so they wouldn't cause upkeep issues.
That sounds like an amazing idea, but very hard to balance. It would definitely change the flavor of the whole nation, making them much more slann-centric.
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