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Showing results 1 to 19 of 19
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Posts Made By:
TheSelfishGene
Forum:
Scenarios, Maps & Mods
June 16th, 2005, 02:54 AM
Replies:
497
Conceptual Balance Series (Mod)
Views:
55,570
Posted By
TheSelfishGene
Re:
When you have to nerf something to the point of doing *-10* damage; that, my friends, is what we like to call down he'ah good ol' fashioned imbalance with a lick o' the cream gravy. Sho' 'nuff.
Forum:
Dominions 2: The Ascension Wars
May 27th, 2005, 10:13 PM
Replies:
24
More Tien Chi !
Views:
2,844
Posted By
TheSelfishGene
Re: More Tien Chi !
Tien Chi vanilla can do alright in the early game if you can stomach taking some Productivity scales. Like Arco or Pythium they need time to build an effective standard army, and time is (it seems)...
Forum:
Dominions 2: The Ascension Wars
May 15th, 2005, 04:21 AM
Replies:
9
Noob+Man/Tuatha
Views:
1,052
Posted By
TheSelfishGene
Re: Noob+Man/Tuatha
I used to like Tuatha over base Man but i'm not certain anymore. Knights of Avalon are extremely good, arguably the best in the game except for Black Templars, and to get the latter you have to pick...
Forum:
Dominions 2: The Ascension Wars
April 30th, 2005, 04:43 AM
Replies:
8
The Problem with Undead
Views:
1,038
Posted By
TheSelfishGene
Re: The Problem with Undead
Maggots!?
I had forgetten about that spell, never having used it. How well does that spell work against the more powerful undead, and does it auto-target powerful Undead or just the random junk? ...
Forum:
Dominions 2: The Ascension Wars
April 29th, 2005, 02:52 PM
Replies:
8
The Problem with Undead
Views:
1,038
Posted By
TheSelfishGene
The Problem with Undead
This is not a post telling "how it is", but just some brainstorming thoughts and observations.
Undead are pound for pound better than other troops. They never break, they never fatigue out (or...
Forum:
Scenarios, Maps & Mods
March 25th, 2005, 07:25 PM
Replies:
179
ArcoBlood Mod Finished
Views:
19,089
Posted By
TheSelfishGene
Re: ArcoBlood Mod Finished
What happens to the rightous non-believer is an interesting question. Does living a good and holy life suddenly count for nothing if you don't believe in God at the end? Its a question that i've...
Forum:
Scenarios, Maps & Mods
March 25th, 2005, 03:36 AM
Replies:
179
ArcoBlood Mod Finished
Views:
19,089
Posted By
TheSelfishGene
Re: ArcoBlood Mod Finished
Why is it incompatable for an omniscient being whom *exists outside of the universe* to be able to know everything about said universe without affecting it? Arguing that God doesn't exist because...
Forum:
Scenarios, Maps & Mods
March 25th, 2005, 02:33 AM
Replies:
179
ArcoBlood Mod Finished
Views:
19,089
Posted By
TheSelfishGene
Re: ArcoBlood Mod Finished
I like to think that the thread "evolved" http://forum.shrapnelgames.com/images/smilies/happy.gif. But yea, these sorts of discussions go on every day by the thousands throughout the net, and aren't...
Forum:
Scenarios, Maps & Mods
March 25th, 2005, 12:05 AM
Replies:
179
ArcoBlood Mod Finished
Views:
19,089
Posted By
TheSelfishGene
Re: ArcoBlood Mod Finished
Actually the ability for a God to meddle in the affairs of men is amazingly limited, because of the, for lack of a better phrase, "butterfly effect".
If you save Janine from cancer (say), and...
Forum:
Scenarios, Maps & Mods
March 24th, 2005, 05:27 PM
Replies:
12
Tien Chi Mod Finished
Views:
3,071
Posted By
TheSelfishGene
Re: Tien Chi Mod Announced
SnA needs Celestial ***-Kickers, like in Crounching Tiger Hidden Dragon. Take the Astral Immortal Hero's (i forget names) graphics and make a new unit out of him, some sort of flying swordsman...
Forum:
Scenarios, Maps & Mods
March 24th, 2005, 02:31 PM
Replies:
179
ArcoBlood Mod Finished
Views:
19,089
Posted By
TheSelfishGene
Re: ArcoBlood Mod Finished
Dude, like, your right! So, you hop on the alter first. K?
Yes i am troll bait http://forum.shrapnelgames.com/images/smilies/happy.gif.
Forum:
Dominions 2: The Ascension Wars
March 23rd, 2005, 12:20 AM
Replies:
27
Cost/Benefit for Castle types
Views:
2,543
Posted By
TheSelfishGene
Re: Cost/Benefit for Castle types
Oh my apologies, i understand what you were saying now. I thought you meant to keep the baseline ratios between castles the same but simply make *all* of them cheaper; so the Castle might cost only...
Forum:
Dominions 2: The Ascension Wars
March 22nd, 2005, 11:51 AM
Replies:
27
Cost/Benefit for Castle types
Views:
2,543
Posted By
TheSelfishGene
Re: Cost/Benefit for Castle types
...then everyone would still pick the Watchtower, but simply have 80 more points to spend on magic or scales.
The problem with the Watchtower issue is that armies just aren't valuable enough for...
Forum:
Scenarios, Maps & Mods
March 19th, 2005, 02:21 AM
Replies:
54
Recruitable Mage Rebalance - seeking comments
Views:
10,216
Posted By
TheSelfishGene
Re: Recruitable Mage Rebalance - seeking comments
So Wrathful skies is fair? I've beaten Wrathful Sky casters in a multiplayer game (an Air Queen), but it cost me my whole army of devils (which are hardly weak units themselves). Utterdark is fair?...
Forum:
Scenarios, Maps & Mods
March 18th, 2005, 09:17 PM
Replies:
54
Recruitable Mage Rebalance - seeking comments
Views:
10,216
Posted By
TheSelfishGene
Re: Recruitable Mage Rebalance - seeking comments
Actually its an admirable task your about to attempt; but one that i think is wrongheaded.
The problem with magic in Dominions 2 is not that its more powerful than conventional units; after all...
Forum:
Scenarios, Maps & Mods
March 16th, 2005, 11:01 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,753
Posted By
TheSelfishGene
Re: Recruitable Unit Rebalance Officially Complete
Not to belabor this point, since this thread is about Saber Cherry's excellent mod, but death-2 is 'standard' Abysian scales? See this is what seperates the winners from losers in multiplayer games....
Forum:
Scenarios, Maps & Mods
March 16th, 2005, 09:16 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,753
Posted By
TheSelfishGene
Re: Recruitable Unit Rebalance Officially Complete
... and its a Death economy, so your income will be constantly shrinking. So having many IOs mean more and more upkeep for less and less income. If you don't 'cross the Rubicon', militarily...
Forum:
Scenarios, Maps & Mods
March 16th, 2005, 09:07 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,753
Posted By
TheSelfishGene
Re: Recruitable Unit Rebalance Officially Complete
... Which is why i wanted them to cause a slight amount of bad luck in the province they are in. The game doesn't really have the kind of robust "cloak and dagger" mechanics that the Illuminated One...
Forum:
Scenarios, Maps & Mods
March 16th, 2005, 02:27 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,753
Posted By
TheSelfishGene
Re: Recruitable Unit Rebalance Officially Complete!
Great mod! Really addressed some outstanding issues. I do have some short thoughts on the mod however;
Cavalry is perhaps a bit too cheap. There is a substantial difference between 10 armor and...
Showing results 1 to 19 of 19
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