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

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  #441  
Old January 18th, 2010, 07:44 PM

Zeldor Zeldor is offline
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Default Re: Conceptual Balance Mod 1.6

No? Someone was? Well, it was to those who suggested it. Anyway, what is the problem with flaming arrows being 2 gems?
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  #442  
Old January 18th, 2010, 08:22 PM
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Default Re: Conceptual Balance Mod 1.6

I'm not sure when the Devana summons was lowered to 65 slaves, but, after fighting an army of them in Early Days, I would suggest putting them back to 75 slaves. 65 is too cheap for a unit as powerful as almost any high level blood summons.
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  #443  
Old January 18th, 2010, 09:39 PM

Frozen Lama Frozen Lama is offline
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Default Re: Conceptual Balance Mod 1.6

well there is that thing about the 40% blood site he had.....
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  #444  
Old January 19th, 2010, 08:03 AM

13lackGu4rd 13lackGu4rd is offline
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Default Re: Conceptual Balance Mod 1.6

sorry to sound very noobish but how do you make the mod work? I downloaded the zip file, extracted it(still have zip files after the initial unzipping) and copied the entire folder into my dominion 3 folder under "mods"(was already available but empty). I assume I did something wrong here, or just stopped a step or 2 short...
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  #445  
Old January 19th, 2010, 08:07 AM
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Default Re: Conceptual Balance Mod 1.6

You also have to enable it from preferences -> mod preferences and then start a new game. It suffices if it is just in the mods folder if you are playing a game that has been started with the mod on (such as a multiplayer game hosted by someone else).
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  #446  
Old January 19th, 2010, 11:20 AM

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Default Re: Conceptual Balance Mod 1.6

Lingchih:

Uber magic sites are going to be removed in CBM, or already are? Summoning Circle should not exist really, I had 100 vampire lords in one game, when I got it. And all I had were B1 mages to recruit, and not even reliably [LA Midgard].
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  #447  
Old February 2nd, 2010, 07:05 PM

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Default Re: Conceptual Balance Mod 1.6

I think that the spell "Fate of Oedipus" should be removed, or at least drastically changed. At the moment it adds nothing, it just means that no one will ever cast Eyes of God in a game.
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  #448  
Old February 2nd, 2010, 07:33 PM

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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Trumanator View Post
I think that the spell "Fate of Oedipus" should be removed, or at least drastically changed. At the moment it adds nothing, it just means that no one will ever cast Eyes of God in a game.

High level S mages don't really need eyes anyway ...

And does anyone really cast Eyes of God other than to show off ?
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  #449  
Old February 2nd, 2010, 07:44 PM

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Default Re: Conceptual Balance Mod 1.6

They might, if it didn't mean a certain dispel and blinding via FoO. And if it was cheaper.

The thing is EoG is cool and interesting, and FoO while cool in concept, does nothing but stop people casting EoG. So it never even gets cast itself.
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  #450  
Old February 2nd, 2010, 07:54 PM
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Default Re: Conceptual Balance Mod 1.6

EoG is useful to:
- take up a global slot, without making people mad
- let you look at the gear on the heroes in the HoF
- scout out rare (discovered) sites in enemy lands
- scout out income (pop) in enemy lands

You only need it up for one turn to get info on sites and income.

I've used it in more than one MP game. But it used to be 30 pearls, now it's 50. With no more clams, I probably wouldn't cast it now.
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