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

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  #11  
Old November 14th, 2006, 04:17 PM
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Potatoman Potatoman is offline
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Default Re: Conceptual Balance Mod 0.91

I'd like to stress how badly the vine arrow bug screws things up. When a single N1 mage can decimate dozens of heavy infantry with each casting of a lvl 1 spell (14+ damage each round in a HUGE radius), there's potential for a lot of abuse.
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  #12  
Old November 30th, 2006, 09:42 AM

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Default Re: Conceptual Balance Mod 0.91

I found a bug:

The mod changed the costs of all dragons to 75 (from 50). But when clicking on a dragon i only lose 50 points.

I think it depends on the human form which is used AFTER the click. Maybe you have to change another id, not only the dragon(picture) id.
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  #13  
Old November 30th, 2006, 04:00 PM
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Endoperez Endoperez is offline
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Default Re: Conceptual Balance Mod 0.91

Quote:
calmon said:
I found a bug:

The mod changed the costs of all dragons to 75 (from 50). But when clicking on a dragon i only lose 50 points.

I think it depends on the human form which is used AFTER the click. Maybe you have to change another id, not only the dragon(picture) id.
I think that's it. As with the Super Mario pretender, the many forms of the same pretender should have same pathcost, starting dominion and point cost.
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  #14  
Old December 1st, 2006, 12:08 AM

Izzyz Izzyz is offline
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Default Re: Conceptual Balance Mod 0.91

Did you intend to remove Van cavalry as a recruitable troop type for Middle Age Vanheim with your mod?
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