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

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  #71  
Old October 31st, 2007, 09:56 AM

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Default Re: Tomb Kings mod released!

Basically most mods are balanced according to vanilla units and spells. So if they have a guy with the basic 10 10 10 10 etc stats he'll cost 10 gold, regardless of equipment. The summons will be balanced against vanilla summons (theoretically) etc.

All I do is balance these things against the CBM altered versions. So a guy with 10 10 10 stats but crappy equipment might be 9 or 8 gold instead of 10, heavy cavalry cost less resources and have the CBM warhorse hoof weapon instead of just hoof, while light cavalry all get hoof added, summons are compared with the summons of similar type and cost in CBM,...

I also do general balancing, Sylvania CBM for instance is pretty much nerfed from the vanilla version, because the vanilla one was, imo, overpowered. A CBM version of Urdheim (the kobolds and dragons) would similarly nerf some stuff, try to bring it in line with the balance of the base CBM nations.
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  #72  
Old November 2nd, 2007, 08:56 PM

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Default Re: Tomb Kings mod released!

Have just uploaded v0.82. Changes:

- Two national pretenders added - the Gilded Scorpion and the First King.
- Two new heroes added - the Warrior King and the Avatar of Horus.
- Chariots' natural protection set to 5 in line with all other chariots in the game. This is a big boost, so their price has been put back to 45 (from 40).
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  #73  
Old November 4th, 2007, 10:49 PM

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Default Re: Tomb Kings mod released!

Quick question. I was playing the mod earlier and in one of my battles where I had nehekaran cavalry, archers, and death 9 blessed asp archers all firing into a mass of skaven I occasionally saw negative numbers pop up for damage. Can anyone tell me what's going on there?
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  #74  
Old November 5th, 2007, 12:57 AM

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Default Re: Tomb Kings mod released!

You were hitting a unit and forcing it into its second form, causing it to 'gain' hp. Probably slaves, possibly a warpfire thrower but I doubt it.

Same thing happens with jaguar warriors, hydras, skinshifters, spider riders, war lobsters etc.
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  #75  
Old November 5th, 2007, 05:01 AM
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Default Re: Nation Mod - Tomb Kings - Released!

Just noticed your mod and played a bit with it. Wow, its really really nice. Thanks!
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  #76  
Old November 5th, 2007, 02:06 PM

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Default Re: Nation Mod - Tomb Kings - Released!

That actually makes perfect sense. Thanks for clearing that up Yeah, it was either slaves or jaguar warriors. They really love those two units.
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  #77  
Old November 6th, 2007, 12:38 AM

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Default Re: Nation Mod - Tomb Kings - Released!

Skaven love Jaguar Warriors?
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  #78  
Old November 6th, 2007, 05:31 AM

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Default Re: Nation Mod - Tomb Kings - Released!

Apparently. Practically every single army I fought in that game had 20+ jaguar warriors.
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  #79  
Old November 6th, 2007, 05:37 AM

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Default Re: Nation Mod - Tomb Kings - Released!

Are you sure they didn't have jaguar tribe warriors? There's a pretty huge difference.
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  #80  
Old November 6th, 2007, 06:37 AM
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Default Re: Nation Mod - Tomb Kings - Released!

This thread is going off topic. I must remember you all we were talking about issuing a petition which would render obligatory the use of undead pony pretenders(with ribbons) to all civs in all ages.
So you clearly see the sexual preferences of skavens and jaguar warriors has nothing to do with this thread.
Don't thank me for this precision, I'm used to be usefull all the time.
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