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

 
 
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Old October 29th, 2008, 11:40 PM

konming konming is offline
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

First, I would like to clarify that I like the mod and especially those fantastic graphics.

Nonetheless, I find it almost futile to balance a dragon nation against others. Dragons are physically and magically powerful, how do you balance dragons with human?

And just like pretty much all mods, this mods, while great, went overboard with super powerful units and summons.

Case in point:

Vine dragon: conj 6, 25 nature gems. 2E5N?! How many mages, summoned and recruitable combined, have 5N? Now let's look at its other attributes. 125HP, 20 prot, 17 MR, 17 MRL, 15 atk/def, 13 prec, 3/20 move. Dark vision 50, heal, fly, regen, fear+2, and holy among other things.

Even without any magic, I would easily pay 25 gems for such an SC out of the box. Lack body and hand is hardly a problem as you have 20 nature protection and regen as well as fear.

Comparing to Yakasha, also at 25 nature gems, you get a puny mage 3E1N+110%WESN. And it has 28 HP, 4 prot and other uninspiring attributes.

Now tell me how this thing even remotely resemble balance?

And the most expensive summon is 45 gems, which single summon is above 45?

As for start, I have not fully tested it, but those admantine claw dragon surely can handle many indies. Worst case, you take an awake SC pretender. There should be no problem expanding.
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