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Posts Made By:
Adept
Forum:
Scenarios, Maps and Mods
November 27th, 2012, 12:33 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Mod (weapon, magic and monster changes)
Nne?
Forum:
Scenarios, Maps and Mods
November 26th, 2012, 06:27 PM
Replies:
18
Mod:
Independent Kingdom
Views:
9,912
Posted By
Adept
Re: Independent Kingdom
I discovered a mistake I had made. One of the mistresses of the elements has the wrong magic path. I'll fix and update the mod ASAP.
Forum:
Scenarios, Maps and Mods
November 26th, 2012, 06:26 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Mod (weapon, magic and monster changes)
A little addition. I feel the metagame, when it comes to militia probably needs to be changed. I've never met anybody willing to buy militia, except in truly bizarre one-off circumstances. You pay...
Forum:
Scenarios, Maps and Mods
November 26th, 2012, 06:00 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Mod (weapon, magic and monster changes)
You really think 7 -> 5 gold change would massively change the metagame? I was gonna go with 7 -> 6, but it seems like needless pussy footing.
I'll set it at 5 (and the little Markata at 4) for...
Forum:
Scenarios, Maps and Mods
November 17th, 2012, 12:40 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Mod (weapon, magic and monster changes)
Hmm, I think I missed out something obvious when doing this.
Currently I think that the price of hiring militia should be dropped from 7 to 5 gold. That way it would actually be worth it sometimes...
Forum:
Scenarios, Maps and Mods
November 6th, 2012, 07:51 AM
Replies:
18
Mod:
Independent Kingdom
Views:
9,912
Posted By
Adept
Re: Independent Kingdom
Has anybody dared to try this in a PvP game? I'd love to hear feedback.
Forum:
Scenarios, Maps and Mods
October 19th, 2011, 07:22 AM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Mod (weapon, magic and monster changes)
Thanks :)
Forum:
Dominions 3: The Awakening
October 19th, 2011, 07:07 AM
Replies:
12
How do I get blood slaves back in my pocket?
Views:
3,705
Posted By
Adept
Re: How do I get blood slaves back in my pocket?
That is awesome! Thanks for sharing.
Forum:
Scenarios, Maps and Mods
October 15th, 2011, 05:37 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
There we go. Name shortened to Adept's Mod to avoid confusion. v 1.10 should be definite now, unless somebody finds and reports a bug.
If somebody can tell mow how to change the name of the...
Forum:
Scenarios, Maps and Mods
October 9th, 2011, 08:47 AM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
This is true, but the weapons are the basis of nation mods as well. This makes it more fun, at least for me, to create nations with more varied weaponry.
I'm going to want to make a late age (and...
Forum:
Scenarios, Maps and Mods
October 9th, 2011, 08:45 AM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
Thanks. I have to agree. I meant a slightly different thing with the name than let's say the CBM use of the word. I was also debating the name of the mod with myself until the very end of making the...
Forum:
Scenarios, Maps and Mods
October 9th, 2011, 08:43 AM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
So a giant with lesser training is cheaper than a normal human with more training?[/QUOTE]
No, bigger units have a higher baseline cost. Are you just trolling here?
Forum:
Scenarios, Maps and Mods
October 8th, 2011, 06:43 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
The original values for Axes and such are bizarrely bad. The units haven't been built to compensate this with balance in mind. Kristoffer has talked about his creative process, and it definitely...
Forum:
Scenarios, Maps and Mods
October 8th, 2011, 06:33 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
Unit costs in Dominions (vanilla anyway) are based on the training level of the troops. Their resource cost comes from the gear. This is logical and consistent, and has been so since the original...
Forum:
Scenarios, Maps and Mods
October 8th, 2011, 06:22 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
I guess I should put the head slots back for werewolves in the name of consistency. If a dragon has a head slot, I suppose a werewolf should keep his. Still gonna leave them with 2x claws instead of...
Forum:
Scenarios, Maps and Mods
October 8th, 2011, 01:39 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
Btw elmokki, I don't quite understand your example. Are you saying you think things are better so that axes are useless and Marverni only stick to sword armed troops?
Forum:
Scenarios, Maps and Mods
October 8th, 2011, 01:29 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
I like consistency elmokki. I seriously doubt anything will be thrown to disarray with this. I will really _like_ it if axe armed troops are actually worth something now. Same goes for the poleaxe...
Forum:
Scenarios, Maps and Mods
October 6th, 2011, 05:25 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
Pikes don't have any hidden perks in Dominions. Their advantage over cavalry is their long reach, which means they get repel checks vs. everybody. Unfortunately at least the top level cavalry...
Forum:
Scenarios, Maps and Mods
October 6th, 2011, 11:15 AM
Replies:
22
Affliction/horror marking/cursed, what can be modded?
Views:
5,876
Posted By
Adept
Re: Affliction/horror marking/cursed, what can be modded?
You can go through the list of priests and give them a healing ability (say 10% for every priest level) if you want, but it will be fairly annoying job.
Big effect on gameplay.
Forum:
Scenarios, Maps and Mods
October 6th, 2011, 10:05 AM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
I was still testing that. It was an attempt to get some personality into Jomon. The point about why it was unbalancing was well made (I would have noticed it too, I had just forgotten that fear auras...
Forum:
Scenarios, Maps and Mods
October 6th, 2011, 09:58 AM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
Ah, I guess that makes sense. :) Sorry, I react quite poorly to poinlessly confrontational stuff.
For what it's worth I'm starting to see that putting the word balance in the name really did...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 09:33 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
In that sentence you can see the reason why I wanted them more giant werewolf, and less super thug. You think they are fine as they are, I think they are over the top and overshadow the actual giant...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 08:50 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
The name made sense to me Happerry, but I may as well just change it to Adept's mod. I put in everything I felt needed fixing or tweaking, so it's not a focused "balance" mod in the sense that some...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 08:31 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
I didn't lose either wolf or take any afflictions in taking 10+ indie provinces. My point is that they still work quite well. I disagree with this mod "killing the skratti as a thug". It's still an...
Forum:
Scenarios, Maps and Mods
October 5th, 2011, 08:24 PM
Replies:
104
Mod:
Adept's Mod (weapon, magic and monster changes)
Views:
54,713
Posted By
Adept
Re: Adept's Balance Mod 1.00 ready
Er... the werewolf has 6 attacks due to being quikened. You did notice that they get _two_ claw attaks now? While the 50 gold royal guard may parry one or two, it's pretty much given that the...
Showing results 1 to 25 of 249
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