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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 July 21st, 2008, 07:26 AM

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Default Re: Mod: Better Independents v2.0

Fomoria still owns me every time I try to play with that mod in EA
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  #32  
Old July 21st, 2008, 08:19 AM
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Default Re: Mod: Better Independents v2.0

Try playing against Hinnom...

Seriously, I ran into an AI Hinnom with mostly positive scales (including growth) and until I managed to crush his main armies, I was in serious trouble. The chariots were brutal. I was playing Abysia and it was the E9F6 Burning Ones and absolutely massive fireball spam that carried the day. If I'd had just one other nation attack me at the same time, I'd have been done for. And that was in an allied game.
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  #33  
Old July 21st, 2008, 01:58 PM
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Default Re: Mod: Better Independents v2.0

This is a great mod and I use it all the time.

I have found that the AI seems to perform best when I set both gold and resources to 200 or higher. (I have not done all the increments or combinations below 200.)

What settings do you think work best?

Also I have changed the mod a little by returning all commanders to normal gold/resource costs.
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  #34  
Old July 21st, 2008, 03:14 PM
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Default Re: Mod: Better Independents v2.0

I'm planning on updating it so that normal commanders will be normal price, but Horse Tribe Chief and Barbarian Chief will stay unavailable like their units. That way you can always recruit a commander wherever you can recruit units.
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  #35  
Old July 21st, 2008, 04:57 PM

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Default Re: Mod: Better Independents v2.0

Could you change the graphics of the affected units to point to an empty graphic, so that they are not even visible on the recruitment screen?
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  #36  
Old July 21st, 2008, 04:57 PM

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Default Re: Mod: Better Independents v2.0

Sorry, that was an idle thought, not a request! Could be cool though.
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  #37  
Old July 21st, 2008, 04:58 PM
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Default Re: Mod: Better Independents v2.0

I suppose I could. That's an easy thing to do. Good idea, llamabeast! Great idea, in fact!
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  #38  
Old July 21st, 2008, 06:36 PM

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Default Re: Mod: Better Independents v2.0

Edi:

Nah, don't enable indy commanders. AI recruits more mages or stronger national commanders that way.
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  #39  
Old July 21st, 2008, 09:29 PM
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Default Re: Mod: Better Independents v2.0

is there a way to turn off the militia event?
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  #40  
Old July 22nd, 2008, 03:54 AM
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Default Re: Mod: Better Independents v2.0

No. I actually requested that a new militia unit be made for the generic militia event (which some nations get, some others have their own militia events that actually give useful units, like LA Abysia), but that did not happen. It was a fairly low probability feature request anyway, but it would have made it possible to completely eliminate recruitable militia from the game.
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