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May 19th, 2008, 07:52 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: New Mod: Insectoids
So why the death 1?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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May 20th, 2008, 12:44 AM
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Corporal
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Join Date: Jul 2007
Location: New Castle, Delaware
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Re: New Mod: Insectoids
Quote:
Amos said:
Quote:
Do you get more insects for free when the population dies?
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The higher your dominion the more insects you get in the province.
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Yes, dominion effects the amount of insects that you get.... but again why would you choose death when you need blood slaves to buy nationals. You can not use gold and resources - you convert population to blood slaves then to queens. So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture? Does a dying population provide rotting corpses that attract insects providing more workers/soldiers?
When I played this mod, I trashed order and production (chaos3 / sloth3). And then I even took -2 in magic. It seemed that Growth +3 not death made the most sense (and some luck taking advantage of more random events). Then I read that the players were suggesting death-3 over death-1 and now I am totally lost.
Help, I really don't get it. Even though I have no idea what I am doing, I still loved your mod.
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May 20th, 2008, 04:19 AM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Insectoids
Death 1 because the insects eat the population.
Quote:
So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture?
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The insect hordes grow so fast that they cant think about future harvest. They expand or die from hunger.
Death 3 was proposed as an offensive strategy.
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September 2nd, 2008, 10:54 AM
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Captain
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Join Date: Feb 2005
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Re: Insectoids
Version 0.13
- Gave all Nest and Hive insectoids stormimmune, because even the Nest fliers can borrow and move through underground tunnels;
- "Nectid Queen" got beckon 15 and stealthy 25 so that you have even more reasons to summon her.
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September 2nd, 2008, 02:03 PM
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General
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Join Date: Oct 2006
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Re: Insectoids
Amos, has the Pretender had her 'Holy' removed yet?
Great mod, by the way.
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You've sailed off the edge of the map--here there be badgers!
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September 2nd, 2008, 03:13 PM
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Captain
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Join Date: Feb 2005
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Re: Insectoids
Quote:
Amos, has the Pretender had her 'Holy' removed yet?
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Why would I do that? The holy is thematic.
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September 2nd, 2008, 05:12 PM
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General
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Join Date: Oct 2006
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Re: Insectoids
Because, dear Amos, it doesn't actually work on a Pretender. Or atleast not on that particular Pretender. When I could still play the game, I always had to change it in the DM file to get it to work. I'd otherwise get the 'No Holy' error. And this was a fairly late version of the mod.
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You've sailed off the edge of the map--here there be badgers!
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September 2nd, 2008, 06:26 PM
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Captain
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Join Date: Feb 2005
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Re: Insectoids
I'm sorry you got this problem, but it always works for me, and I have played every version of that mod. Is there any solution you can offer that doesn't include removing holy from the pretender? Maybe adding another non-holy version as well for those who has this problem? Or, it can cast "Divine Blessing" as the #onebattlespell, which will not require it to be holy. That will solve this inconvenience for this mod at least.
I'll test the onebattlespell and report back.
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September 2nd, 2008, 06:36 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Re: Insectoids
It didnt work
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September 2nd, 2008, 07:23 PM
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General
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Join Date: Oct 2006
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Re: Insectoids
If you could do a non-holy Pretender version of the mod, that would help a lot
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