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

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  #131  
Old March 30th, 2010, 12:00 AM

rdonj rdonj is offline
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Default Re: Kingdom of Angmar - Version 0.52 available

Yeah, for the resource cost there's really nothing on the roster that compares to the gundabad warrior, and that is what makes them so good.

By the way, the enraged uroloki would work much better if it was a commander. Then its air shield would work and it wouldn't go crazy forgetting to use its breath attack all the time. Interesting that going berserk makes it decide to fly in battle when it otherwise walks... I wonder what's up with that.
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  #132  
Old March 30th, 2010, 12:47 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Kingdom of Angmar - Version 0.52 available

All flying missile units walk into range if they are going to shoot.
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  #133  
Old March 31st, 2010, 01:52 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Kingdom of Angmar - Version 0.52 available

I cannot get enrage uruloki to do what I want. What I really want is for it to summon a neutral commander dragon who attacks, then SITS THERE after the battle to defend the province against attackers. Since neutral summons go away after they fight, I made it a friendly summon, but one who is constantly doing random stuff. Unfortunately, friendly commanders seemingly cannot be summoned alone, and it automatically puts in a troop uruloki with the commander. Not sure how to fix it.
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  #134  
Old March 31st, 2010, 02:18 PM

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Default Re: Kingdom of Angmar - Version 0.52 available

There's no clean way to do that. I tried the same thing with a spell that hatched a nest of nasty critters in enemy territory and if you wanted to retake the prov, you had to kill them. No luck.

I can think of some extremely messy ways of doing it.
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  #135  
Old March 31st, 2010, 10:05 PM

kianduatha kianduatha is offline
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Default Re: Kingdom of Angmar - Version 0.52 available

My slightly less messy way of doing it is just to also give you ~5 Rhudaur stalkers(or I guess just one) along with the dragon, explaining it away as the stalkers enraging the thing.
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  #136  
Old March 31st, 2010, 10:09 PM

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Default Re: Kingdom of Angmar - Version 0.52 available

I'd be fine with that, but I also don't know how to make the commander and the troops summoned different things.
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  #137  
Old April 1st, 2010, 05:12 AM

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Default Re: Kingdom of Angmar - Version 0.52 available

Yeah that doesn't work. What you need is an effect which kills or transforms either commanders or troops until you get the right mix of stuff. It's doable but it isn't worth the mess.
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  #138  
Old April 2nd, 2010, 02:07 AM

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Default Re: Kingdom of Angmar - Version 0.52 available

Oh man! I thought my dominion seemed to be doing pretty well for just the few blood sacrificers I had, but I chalked it up the the excessive level of goodness that is blood sacrifice. I didn't realize that barrow wights had the domspread ability... and here I am, sitting with something like 34 of them and 7 base dominion :P No wonder my dominion is doing so well!
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  #139  
Old April 2nd, 2010, 02:35 AM

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Default Re: Kingdom of Angmar - Version 0.52 available

All wraiths of Angmar do. Barrow wights, multihero nazgul, and the Witch King.
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  #140  
Old April 2nd, 2010, 07:41 AM

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Default Re: Kingdom of Angmar - Version 0.52 available

Yikes. Domkill ahoy!
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