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  #81  
Old November 11th, 2008, 03:43 PM

Loren Loren is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

Just starting out against a dozen Mighty AI's. I grabbed some steel dragons at the start but after taking the provinces next to my capital I'm gold limited, not resource limited.

There is also the issue that resources don't cost upkeep, gold does.
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  #82  
Old November 11th, 2008, 04:44 PM
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WraithLord WraithLord is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

I really like this mod, but I'm somewhat getting lost with all the updates. Do you think it would be possible to add a version # to the post subject?
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  #83  
Old November 11th, 2008, 05:11 PM

Aezeal Aezeal is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

will try to remember that for next time.. I'll be able to do an update in the weekend, probably not sooner though, quite busy with stuff.

Nice to hear you like the mod btw, will certainly make me put more effort in getting the balance better.

I'd like to thank all of you for your help so far and hope you will continue it till we get it right
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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.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #84  
Old November 12th, 2008, 05:11 PM

Loren Loren is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

Results of the previously mentioned game:

One turn of recruits usually doesn't take losses against an indie province.

This time I got an initial starting position nowhere near as good for rapid expansion but I had 27 provinces at year's end, anyway despite being at war.

Pangea fell in year 2.
Year 3 saw C'tis and Man gone.
Year 4 was the end of Gath.
Year 5 and Caelum and Utgard were no more.
In Year 6, Patala and T'ien Ch'i meet their doom. They would have fallen in 5 except I had to get rid of their toehold in the water.
I had to spend a fair amount of time repositioning, it was year 8 before Ulm was no more.
At this point I was at peace and used the time to fix a very bad supply situation and get some globals up.
Returning to war, year 10 saw the end of Pythium and Arco.
All that's left is Atlantis and I see no point in bothering. I'm way ahead on dominion (although probably half of the map doesn't have a single candle from anyone) and have Gift of Health, Gift of Nature's Bounty, Wrath of God and Strands of Arcane Power up. All have at least 100 extra gems, they aren't coming down. I could finish it reasonably quickly with Thestis' Blessing.

I used no combat spells, forged no items beyond food & rings. All those globals are from a well-boosted seraph, not the dragons. (And the seraph originally came from my oracle pretender.) The only spells cast by any dragon are site-searching and GORing the Seraph.
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  #85  
Old November 14th, 2008, 06:47 AM

Aezeal Aezeal is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

OK I get it.. this weekend I'll nerve the 2 combat recruit etc etc

summoning a seraph is a crime IMHO when playing this nation.. enough very good summon in there dammit
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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.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #86  
Old November 14th, 2008, 04:31 PM

Xietor Xietor is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

I like the concept, and look forward to trying the mod.
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  #87  
Old November 14th, 2008, 06:19 PM

Loren Loren is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

Quote:
Originally Posted by Aezeal View Post
OK I get it.. this weekend I'll nerve the 2 combat recruit etc etc

summoning a seraph is a crime IMHO when playing this nation.. enough very good summon in there dammit
When I tried to summon that good astral one the game died, remember?
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  #88  
Old November 14th, 2008, 10:03 PM

Aezeal Aezeal is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

there are others though
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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.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #89  
Old November 15th, 2008, 02:42 AM
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JimMorrison JimMorrison is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

Quote:
Originally Posted by Aezeal View Post
there are others though
Somehow I was expecting to hear something more along the lines of, "But I fixed it".
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  #90  
Old November 15th, 2008, 04:50 PM

Aezeal Aezeal is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

will be but I'm having time problems here, seems my gf's mother became 50 this weekend... so needed to have dinner somewhere with them and tomorrow the rest of the family is coming there...
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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.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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