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March 29th, 2007, 05:28 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Haida Gwaii 1.00
I looked up atlatl on wikipedia. Sounds like they are pretty effective, I think you should leave them as they are unless they end up being overpowered.
I'm on linux and can open rar files. I guess it just varies with computer setup.
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March 29th, 2007, 08:57 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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Re: Haida Gwaii 1.00
Well, I'd heard it from one of the designer for dominions when I tried to submit a mod for dom 2 a while back and it was in rar, and fair enough explantion their foodstamp, I just thought it might have been a mistake, never the less, love the mod.
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March 29th, 2007, 11:12 AM
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Corporal
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Re: Haida Gwaii 1.00
Tried to design an atlatl once for a neolithic blood-mage faction I dreamed up. Couldn't get a 'range = strength * 2' to work so I dropped it. The obvious solution just never occured to me. That said, you might want to reduce the ammunition capacity for it.
Moksgmols come pre-blessed. Combine it with a heavy nature bless and you've got a "The Brown One" indeed.
Now we just need the Inca and the Iroquois. The Iroquois are pretty much lobotomized Mictlan, with their linen armor, tomahawks, and ubiquitious torture; but I don't know much about the Inca. A neolithic ME T'ien Chi?
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March 29th, 2007, 03:16 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Haida Gwaii 1.00
It's interesting to note that while the moksgmols seem pretty powerful, when they are triple blessed with water 9, nature 9, wind 4-6 vs helheim blessed units with a water9 fire 9 bless, the moksgmols died in all my tests with no casualties on the side of Helheim.
The trampling would negate the glamour, then the helherdings would annihilate the bears in one to two rounds.
I don't think this makes the Moksgmols weak, they are still a phenomenal unit, but I do think it is a tribute to just how powerful Heim blesses are.
Concerning the Atlatl ammo supply. At the time I made the mod I had no reference to go by as far as how many spears they would carry. The closest real life soldier I can think of usage wise and time period wise is the Mediterranean Peltists which carried three to four spears. But I did not make this comparison until after the mod was released so I am going to leave it as is for now. If I were to change it, I would change it to 4 ammo. (And I may if someone finds a major bug or balance issue)
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April 12th, 2007, 02:01 PM
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General
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Join Date: Oct 2006
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Re: Haida Gwaii 1.00
Atlatls are really wickedly effective weapons. To step aside from the holy balancing issue, I really enjoy it when things are portrayed in atleast a reasonable-if not realistic-fashion.
The atlatl is an excellent contribution to Dom3. I hope we see it more. Specifically, I hope Jotuns copy the concept, replace the spears with poisoned harpoons and lines, and give everyone else a headache for a while
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April 12th, 2007, 03:02 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Haida Gwaii 1.00
Hey HoneyBadger, long time no see. Glad to see you back on the boards.
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April 13th, 2007, 04:03 PM
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General
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Re: Haida Gwaii 1.00
Thanks, Foodstamp. I've had a lot on my plate lately, but I'm still around when I have the opportunity to be.
It's good to see you too.
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May 3rd, 2007, 08:00 PM
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Major General
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Join Date: Oct 2006
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Re: Haida Gwaii 1.00
Expect a new version of this mod soon with a fix to the head slot issue introduced in 3.08, as well as a few balance changes.
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May 7th, 2007, 02:25 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Haida Gwaii 1.00
New version is available, attached to the original post on this thread.
In the future I plan to give this mod a graphics overhaul.
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May 9th, 2007, 11:52 PM
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Major General
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Join Date: Oct 2006
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Re: Haida Gwaii 1.02
New version of this mod is now available. The changes are listed in the original post. The most important change is the new graphics, enjoy
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