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

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  #51  
Old May 13th, 2007, 10:45 PM
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Default Re: I need test subjects.

Version 0.17

Added another Horror - the "Spinner", and its summoning spell.
Changed sprite for Lesser Horror.
Added age to Temptation.
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  #52  
Old August 25th, 2007, 07:28 AM

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Default Re: I need test subjects.

The dread really needs a nerf. Three wail attacks and good defence. They are worth at least 25 slaves at lvl 3. For nine slaves you have no problem to push out 10 a turn.

Given their cost they should not be more powerful then devils.
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  #53  
Old August 25th, 2007, 10:11 PM
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Default Re: I need test subjects.

I didnt have time for Dom lately. Is 15 slaves more appropriate for the Dread if I lower its protection to 0?
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  #54  
Old August 26th, 2007, 10:45 AM
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Default Re: I need test subjects.

Dreads protection lowered to 0 and def 10. Its cost raised to 14 slaves.
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  #55  
Old September 29th, 2007, 12:24 PM

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Default Re: I need test subjects.


Finally tried out this mod, plays really well. Terrible early game, but with a rainbow pretender and some lucky indy shots it can do almost anything anyone else can. Research was really really slow till I got some boosters up, upkeep gets pretty brutal if heavy hunting.

Once mid game (or late early) hits and you've got dousing rods and nightmares it completely changes and they start to dominate easily.

I like the doom horror heroes, really help out on early expansion...then poof gone. Got umor and rarku(?) this last game, got me at least to keeping up with the AI until my blood economy started flowing.

My game was a bit odd, played the inf. sands map with tons of wastelands, which were great for hunting. Not a furious income but less of a hit to shut one down. Also made my smaller elite armies more viable. The biggest impact was probably finding the 40% blood site right next to my cap. Unfortunately now I've got all apaths covered, good income on all gems and nice armies....its too easy

The summons are pretty overpowered imo. Even the knight at 7 slaves will take out indy's no prob. 1 or 2 of almost any of the summons above the first will act as huge thugs for a small army, allowing them to take out much larger armies even without battle magic. Don't get me wrong, I like the idea of powerful summons I just think they should cost more.

Is there something wrong with the keda beast summon? I couldn't move mine at all.
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  #56  
Old September 29th, 2007, 03:11 PM
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Default Re: I need test subjects.

Quote:
Even the knight at 7 slaves will take out indy's no prob.
I removed protection and added 5 HP to the Knight. Should be more balanced.

Quote:
Is there something wrong with the keda beast summon? I couldn't move mine at all.
There was a mistake with the Beast. I tried to make it unique but made it immobile in the process. Its fixed now but lost its uniqueness.
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  #57  
Old January 29th, 2008, 12:15 AM
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Default Re: I need test subjects.

Version 0.18

- Lowered cost for "Black Legionnaire";
- Fixed multihero error;
- Gave "Keda Leader" darkvision;
- Gave darkpower to Dreads and Nightmares.
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  #58  
Old January 29th, 2008, 04:39 AM

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Default Re: I need test subjects.

Just so you know Amos, you can make a unit unique with the only side effect being either regeneration or stealth 0.

If you're interested I'll tell you how later.
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  #59  
Old January 29th, 2008, 10:11 AM
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Default Re: Uniques

I'd be interested, and it should probably be posted into some kind of a modding guide somewhere. I'm not sure if any exist that cover summon spells and how unique creatures work with them.
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  #60  
Old January 29th, 2008, 11:56 AM
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Default Re: I need test subjects.

I'm very interested. Keda Beast gets on my nerves every time I play "Horror" mod.
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