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

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  #1  
Old November 24th, 2007, 12:05 PM

Abish Abish is offline
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Default Blood Elves

after a day of modding i made a sort of new race
the blood elves i am open for more sugestions

Era 3
Demon Horse Race
Cold 3
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File Type: rar 566618-Blood.rar (60.1 KB, 165 views)

Last edited by lch; September 4th, 2008 at 04:31 AM..
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  #2  
Old November 24th, 2007, 12:45 PM

Sombre Sombre is offline
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Default Re: Blood Elves

That's sort of unfortunate, we already have a popular mod nation called Blood Elves. Well, always room for one more I guess.
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  #3  
Old November 24th, 2007, 01:16 PM

Panpiper Panpiper is offline
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Default Re: Blood Elves

It would probably be a good idea to rename your mod a little bit Abish, to something maybe like; "Blood Elves of Somethingorother".
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  #4  
Old November 24th, 2007, 01:17 PM

Aezeal Aezeal is offline
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Default Re: Blood Elves

just recreate the dark elves for the warhammer map plz
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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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  #5  
Old November 24th, 2007, 01:34 PM
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Humakty Humakty is offline
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Default Re: Blood Elves

I support the dark elves idea. But it would represent far more than a day of modding... Anyway I'll test your mod.
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  #6  
Old November 24th, 2007, 01:41 PM

Abish Abish is offline
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Default Re: Blood Elves

i not so creative in names o.0
anyway i think cold demons is cool
but something is still wrong with the mod and the existing creatures

example id =811 i used #clean but it still copy the other abilitys of the ingame mob...hmm

guess i work tomorrow a little more on it and more demons
oh btw let me know if some mobs are overpowered
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  #7  
Old November 25th, 2007, 07:07 AM

Abish Abish is offline
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Default Re: Blood Elves

created a Pretender-god and some twaiking
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File Type: rar 566762-blood.rar (60.4 KB, 97 views)
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  #8  
Old November 25th, 2007, 08:41 AM

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Default Re: Blood Elves

Uh,.. those graphics look a lot like they're from Amos' mods.
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  #9  
Old November 25th, 2007, 09:39 AM

Maraxus Maraxus is offline
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Default Re: Blood Elves

Deceiver: I know, it's a damn good unit but I'd say 120 gold max nevertheless. Maybe even more around 100. At the same time, you could increase the ressource cost for the bow from 2 to something around 8.

Archer: The robe of cry is too good for normal troops. I'd make a lesser version for that one.
The added defence of the archer is just insane.

Light cavalry: Again: The robe needs a nerf

Heavy cavalry: Looks okay, but it seams strange that it has a base defence of 5. This becomes a reasonable number through the armor but instead you might want to give that one a lesser armor and a higher base defence (sum to the same defence)


Fey assasin: The picture is very large for size 1. The defence is very high, you probably did not equip them with the weapon you wanted them to be equipped with.

Bounty Hunter: Shouldn't he have a Patrol Bonus instead of Glamour? He is the Hunter of Spies, not the spy.

Summoner: Dual wielding Whips? Okay, it should work given the fire but ... I can't imagine it.
More seriously: The heavy research bonus and the forge bonus do not really make sense.

Blood Chalice: All by itself no big problem. Your magic is bad enough to allow some holy power ... but in combination with Sacrivicedom, an everywher-recruitable priest4 seams too powerful (somebody correct me it I'm wrong). Plus - he looks underpriced.

Ritualist: The Seduction ability seams to strong. 15 should be maximum.


Half of your starting army are "feary queens" - obviously the wrong number. Despite this, it's somewhat to strong.

Your commandes have lot's of leadership (the ritualist has much too much normal and magic leadership), however the units are demons, therefor you need undead leadership.

Your provincial defence only consists of dummy-creatures at the moment.

Cold 3 does not really fit. 1 is probably enough.

You have overwritten units from all over the game. please don't do that in a nations mod.

Some aspects of the nation are overpowered, others are completly missing.
Closer analysis can not be made before this is at least beta-version.


...Okay, I just saw, that you allready did an update. Still, most points are valid.
You should check your texts. Capitalisation is your friend.
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  #10  
Old November 25th, 2007, 09:45 AM

Aezeal Aezeal is offline
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Default Re: Blood Elves

reading maraxus review I guess I'll put dl-ing this on hold :d

no offence
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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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