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Showing results 1 to 25 of 68
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Posts Made By:
normalphil
Forum:
Scenarios, Maps and Mods
June 27th, 2010, 04:31 PM
Replies:
14
Mod:
The Hoburg Kingdom v0.91
Views:
7,380
Posted By
normalphil
Re: The Hoburg Kingdom v0.8
Version 0.91
-----------
Well, I’ve kept at this intermittently and I think it’s pretty much done, barring tweaks.
I dropped the Officers of the Great Kitchen a few revisions ago,...
Forum:
Scenarios, Maps and Mods
August 6th, 2008, 07:26 PM
Replies:
12
Utility:
Organized unit sprites for 3.17
Views:
6,114
Posted By
normalphil
Re: Organized unit sprites for 3.17
Bless you.
Forum:
Scenarios, Maps and Mods
July 31st, 2008, 09:35 PM
Replies:
2
Map Question
Views:
688
Posted By
normalphil
Map Question
Is there a way to set different baseline 'normal' temperatures for individual independant provinces?
Forum:
Scenarios, Maps and Mods
July 31st, 2008, 09:28 PM
Replies:
5
Some stuff I didn't find on the modding wishlist
Views:
844
Posted By
normalphil
Re: Some stuff I didn\'t find on the modding wishlist
I would love to /edit/ the list of mercenaries.
Forum:
Scenarios, Maps and Mods
July 29th, 2008, 07:58 PM
Replies:
3
Independant Forts question
Views:
827
Posted By
normalphil
Re: Independant Forts question
Thank you both. No risk of the guys chosen to be inside starving to death?
Forum:
Dominions 3: The Awakening
July 29th, 2008, 07:35 PM
Replies:
89
VOTD-Still like it
Views:
7,117
Posted By
normalphil
Re: VOTD-Still like it
*Malazan Book of the Fallen Spoilers*
I've come to see it as a Dogslayers/Bridgeburners thing. Come to mention it, I wouldn't mind if it didn't have to take place in the assasination screen, or at...
Forum:
Scenarios, Maps and Mods
July 29th, 2008, 07:08 PM
Replies:
3
Independant Forts question
Views:
827
Posted By
normalphil
Independant Forts question
Is there a way to have it so that an independant province with a fort in it will have its garrison fight an invader instead of going into a seige when attacked?
Forum:
Scenarios, Maps and Mods
December 7th, 2007, 08:00 PM
Replies:
60
Sons of Kaleva, a Kalevala mod
Views:
9,371
Posted By
normalphil
Re: Sons of Kaleva, a Kalevala mod
What, no Kullervo? A berserker-mage may be hard to use, but he could be one hell of a thug if you plan it right.
Forum:
Dominions 3: The Awakening
October 9th, 2007, 10:59 AM
Replies:
20
3.10 New Bug - Internal Alchemy
Views:
3,709
Posted By
normalphil
Re: 3.10 New Bug - Internal Alchemy
Not a bug, but Serpent Cult Standard Bearers have Lorcia armor, which makes them the only unit with it.
Forum:
Dominions 3: The Awakening
August 14th, 2007, 09:36 AM
Replies:
11
Dragon Master
Views:
2,146
Posted By
normalphil
Re: Dragon Master
I've used it with Tir na Nog and Eiru as a world-beater. It isn't so much Wyverns are good in the mid-to-late-game as obscene quantities of Wyverns are good in the mid-to-late-game.
Forum:
Dominions 3: The Awakening
August 3rd, 2007, 12:09 AM
Replies:
42
LA Atlantis, another thread looking for tips
Views:
10,866
Posted By
normalphil
Re: LA Atlantis, another thread looking for tips
The Arssartut are the swiss pikemen of Dominions. They've got the morale and footspeed to weather arrowstorms and can pull down anything they engage, from dragonflies to doom horrors. Bone Glaives...
Forum:
Scenarios, Maps and Mods
July 17th, 2007, 08:25 PM
Replies:
17
LA Hoburgs Intro (short story)
Views:
2,390
Posted By
normalphil
Re: LA Hoburgs Intro (short story)
Thematically in the sense of 'what hell is EA Pangea doing summoning Demon Knights', gameplay-wise in that it involves recruiting a lot of pans doing the earth-boot shuffle. It's 'awkward' to the...
Forum:
Scenarios, Maps and Mods
June 9th, 2007, 01:47 PM
Replies:
20
LA Catharcia, Forges of Molech (1.0 Beta)
Views:
6,617
Posted By
normalphil
Re: LA Catharcia, Forges of Molech
Of course, the way the available insane units are you have to chose between being amphibious with darkvision or being magical.
It worked out for me because I was trying to make Sauruman as he was...
Forum:
Scenarios, Maps and Mods
June 9th, 2007, 12:34 PM
Replies:
20
LA Catharcia, Forges of Molech (1.0 Beta)
Views:
6,617
Posted By
normalphil
Re: LA Catharcia, Forges of Molech
Nope, you can do them. I've got one in my "Hoburg Kingdom, Guns & Butter" mod.
Forum:
Scenarios, Maps and Mods
May 31st, 2007, 05:36 PM
Replies:
17
LA Hoburgs Intro (short story)
Views:
2,390
Posted By
normalphil
Re: LA Hoburgs Intro (short story)
How is this coming along?
Forum:
Dominions 3: The Awakening
May 29th, 2007, 11:22 AM
Replies:
5
EA Mictlin Anomaly
Views:
771
Posted By
normalphil
Re: EA Mictlin Anomaly
Shouldn't the '#bloodnation' command (which I assume is hard-wired into EA and LA Mictlan have fixed that?
Forum:
Dominions 3: The Awakening
May 24th, 2007, 02:35 PM
Replies:
13
Pythium in Dominions III
Views:
3,491
Posted By
normalphil
Re: Pythium in Dominions III
Angels of fury.
Forum:
Scenarios, Maps and Mods
May 21st, 2007, 02:57 PM
Replies:
17
LA Hoburgs Intro (short story)
Views:
2,390
Posted By
normalphil
Re: LA Hoburgs Intro (short story)
Sounds neat.
Personally, I always wanted to see a faction that could spam 'Summon Demon Knight' without having to go a long ways out of their way thematically or gameplay-wise.
Forum:
Dominions 3: The Awakening
May 6th, 2007, 12:19 PM
Replies:
23
Umbrals & Agartha Balance (v3.08)
Views:
2,745
Posted By
normalphil
Re: Umbrals & Agartha Balance (v3.08)
My SP EA Agartha experience had been literally this, every single time:
Stay alive long enough to summon armies of Earth Elementals, Magma Children, and Umbrals. Use conventional troops as...
Forum:
Dominions 3: The Awakening
May 6th, 2007, 06:17 AM
Replies:
6
do the game balance change with the new patch?
Views:
1,531
Posted By
normalphil
Re: do the game balance change with the new patch?
Something I did to revitalize my game was including a slew of non-vanilla mods for AI nations (recently helped by the fact that the modding comunity has been throwing out a lot of mods). And while I...
Forum:
Dominions 3: The Awakening
April 29th, 2007, 12:10 PM
Replies:
56
Awesome units/spells
Views:
6,508
Posted By
normalphil
Re: Awesome units/spells
Arssartuts are just a fantastic unit. Perfect medium infantry; if it exists, arssartuts can go out to it and pull it down.
Forum:
Scenarios, Maps and Mods
April 28th, 2007, 11:20 AM
Replies:
70
PERFECT SPRITE EXTRACTION
Views:
5,976
Posted By
normalphil
Re: PERFECT SPRITE EXTRACTION
For me, I'm pretty sure it's the eras and not having to overwrite an existing faction. All of a sudden there's a narrative, and the reason for me to make a mod isn't just to see how a given set-up...
Forum:
Scenarios, Maps and Mods
April 25th, 2007, 12:00 PM
Replies:
24
Arabs and Carthaginians
Views:
1,743
Posted By
normalphil
Re: Arabs and Carthaginians
EA Ermor spellcasting is pretty Christian-appropriate for that stage in things, but seeing it depends how you play them because the emphasis is entirely up to you. If you're swimming in bishops and...
Forum:
Scenarios, Maps and Mods
April 23rd, 2007, 12:04 AM
Replies:
22
Nation Idea: LA Oceania
Views:
2,558
Posted By
normalphil
Re: Nation Idea: LA Oceania
So this is more of an AH then. The simplest explanation for an oceanan core is that when the Capricorns disenigrated and then R'yleh fell, there were still some cut off far-flung Oceana deep-sea...
Forum:
Scenarios, Maps and Mods
April 22nd, 2007, 06:07 PM
Replies:
32
Vanilla Mods to Community Mods-The *CML*
Views:
3,301
Posted By
normalphil
Re: Vanilla Mods to Official Mods-The *OUML*
No, just no.
Showing results 1 to 25 of 68
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