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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 October 6th, 2008, 07:11 AM

llamabeast llamabeast is offline
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Default Re: Nation - Tomb Kings - Released!

Well, both Resilience and Strength of the Tomb have the MR-negates tag. I guess maybe SotT is less useful simply because the strength boost is less powerful, but having said that I think that for units like Buried, +4 to strength makes quite a big difference.

The best way to get the healing spell working is just to have two or three acolytes in every battle. The healing spell is pretty much the only thing they can cast, and they do so reliably. I'd be interested to know if you find them effective, but my own thought was that they were quite an asset in battle. That's a good thing because otherwise they're fairly useless.

Glad to hear you have quite a lot of priests running around. They are meant to be a priest-based nation.
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  #2  
Old October 6th, 2008, 07:11 AM

llamabeast llamabeast is offline
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Default Re: Nation - Tomb Kings - Released!

Well, both Resilience and Strength of the Tomb have the MR-negates tag. I guess maybe SotT is less useful simply because the strength boost is less powerful, but having said that I think that for units like Buried, +4 to strength makes quite a big difference.

The best way to get the healing spell working is just to have two or three acolytes in every battle. The healing spell is pretty much the only thing they can cast, and they do so reliably. I'd be interested to know if you find them effective, but my own thought was that they were quite an asset in battle. That's a good thing because otherwise they're fairly useless.

Glad to hear you have quite a lot of priests running around. They are meant to be a priest-based nation.
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  #3  
Old October 6th, 2008, 09:05 AM

rdonj rdonj is offline
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Default Re: Nation - Tomb Kings - Released!

I didn't realize resilience was MR negates also, for some reason it seems to be successfully cast much more frequently. Maybe just because I usually don't have priests casting strength of the tombs on the first round of combat. I would find it very strange if one didn't have many priests running around, I'm pretty sure they're the most efficient researchers and they can cast several useful battlefield spells. I will try to incorporate more of the lower level priests when I play in the future to try and get more healing going on. I'm sure it would be very useful when fighting archer-heavy armies.
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  #4  
Old October 7th, 2008, 08:33 PM

rdonj rdonj is offline
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Default Re: Nation - Tomb Kings - Released!

Well, in the process of running a test game I proved conclusively to myself that the bone scorpions don't benefit from the undying, for some reason. Annoying, that.

The acolytes did prove rather useful though
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  #5  
Old October 8th, 2008, 11:17 AM

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Default Re: Nation - Tomb Kings - Released!

For the sheer joy of experimentation I just threw a regen bless on the buried and looked to see what that would do... when I got them blessed, the icon didn't show up and sure enough it didn't actually cause them to regenerate. I looked up the Regeneration spell and it specifically states it doesn't work on lifeless beings. So I don't know if it's possible to make them regenerate at all. I'm not 100% convinced healing works either, because I've seen heal spells hit and not do anything. I had a bone scorpion that may have gotten 1 hp from a heal, but then a second heal landed directly on it and did nothing.
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  #6  
Old October 8th, 2008, 11:58 AM

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Default Re: Nation - Tomb Kings - Released!

I have this horrible feeling a healing spell has to be AN to work properly, because healing is just like damage but with a different tag.
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  #7  
Old October 8th, 2008, 02:01 PM

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Default Re: Nation - Tomb Kings - Released!

I think there may be a conflict between Tomb Kings and the latest Conceptual Rebalance because my Asp Archers end up not having their special asp bows when I play with Conceptual Rebalance enabled.
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  #8  
Old October 8th, 2008, 02:30 PM

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Default Re: Nation - Tomb Kings - Released!

Are you sure? I have a game up with CBM v1.03 running and my archers have their asp bows. Maybe my version of cbm is outdated?
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  #9  
Old October 8th, 2008, 03:41 PM

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Default Re: Nation - Tomb Kings - Released!

It's entirely possible that it is something else. The only mods I was running were the latest CBM, the Mythology mod, and Tomb Kings.
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  #10  
Old October 8th, 2008, 04:42 PM

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Default Re: Nation - Tomb Kings - Released!

Unless Tomb Kings is specifically designed to avoid conflict with those other mods, then you have your answer.
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