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

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  #31  
Old February 28th, 2007, 08:43 AM

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Default Re: Conceptual Balance Mod (and readme file) 1.00

Yeah, I really agree with Sombre here. I downloaded the mod, scanned the readme, and for the moment gave up. I'd still consider playing with it, but it would be really nice to have a general idea of what the mod's changed.
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  #32  
Old March 2nd, 2007, 02:27 PM
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Default Re: Conceptual Balance Mod (and readme file) 1.00

I've been following and using these mods for a while, though I'm not considered a very "hardcore" player. I could work something up and have QM look at it, since I know he's pretty busy. Is anyone else working on something like this, or should I go ahead and start writing?
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  #33  
Old March 2nd, 2007, 03:52 PM
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Default Re: Conceptual Balance Mod (and readme file) 1.00

Go on ahead. I was the one who did the original readme files for the Dom2 CB mod series, but I've got my hands full with the bug thread management at the moment and I still haven't gotten around to updating Faerun 283 and 424 for Dom3.

Never mind actually playing the game...

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  #34  
Old March 15th, 2007, 09:44 AM

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Default Re: Conceptual Balance Mod (and readme file) 1.00

Any progress on some sort of rationale/guide to changes?
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  #35  
Old March 15th, 2007, 02:59 PM
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Default Re: Conceptual Balance Mod (and readme file) 1.00

am I the only one who thinks the demon bane should have 2x damage vs demons?
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  #36  
Old March 17th, 2007, 05:25 AM

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Default Re: Conceptual Balance Mod (and readme file) 1.00

Quote:
Wish said:
am I the only one who thinks the demon bane should have 2x damage vs demons?
Is my manual wrong to say it already does that, or was it removed in cb?
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  #37  
Old March 17th, 2007, 05:44 AM
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Default Re: Conceptual Balance Mod (and readme file) 1.00

It does have that, but when you look at the actual items with special damage properties, it does not show them in the item description. It DOES show them in the weapon properties when you equip the item.
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  #38  
Old March 17th, 2007, 05:46 AM
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Default Re: Conceptual Balance Mod (and readme file) 1.00

Does it do double damage or not?
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  #39  
Old March 17th, 2007, 06:45 AM
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Default Re: Conceptual Balance Mod (and readme file) 1.00

In the vanilla game, yes it does. The weapon properties window is the determining factor, not the item description window display.
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  #40  
Old March 17th, 2007, 01:51 PM

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Default Re: Conceptual Balance Mod (and readme file) 1.00

Nice mod. I play with it all the time, though I do have a couple of nitpicks. The Dagon has seemingly been "nerfed" to put a crimp on awake SC/W9 bless mictan. Sadly, LA Atlantis feels this the most, as their weak heavy infantry mourns the loss. Previously it was possible to take a W9 awake Dagon without negative scales, now it is not. The combination of a rapid expansion pretender and W9 bless troops from turn 1 made LA Atlantis playable.

Other than that.... I was sad to see you make MA Ermor's Thamaturgs into H2 priests. I didn't think they were ungodly overpowered, and very few things in your mod were actually nerfed.
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