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Posts Made By:
VedalkenBear
Forum:
Scenarios, Maps and Mods
August 29th, 2011, 10:01 AM
Replies:
63
Conceptual Balance Mod 1.84
Views:
21,900
Posted By
VedalkenBear
Re: Conceptual Balance Mod 1.84
I had a question. I'm running CBM (the latest version, I am aware), and apparently many many troops have 'doubled' equipment. Is there a way to avoid this?
Forum:
Scenarios, Maps and Mods
April 16th, 2009, 07:41 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,767
Posted By
VedalkenBear
Re: New Nation, Harabatia: Rise of the Raptors v1.00
From what little I've seen so far, this is a _very_ nice mod. I'm a bit confused over the Nature magic as that seems far outside the Caelian bailiwick, but if it works, it works.
10 (unarmored)...
Forum:
Scenarios, Maps and Mods
April 12th, 2009, 11:17 PM
Replies:
37
Mod:
New pretender: Deep Dagon
Views:
25,676
Posted By
VedalkenBear
Re: New pretender: Deep Dagon
Aezeal: Mm. How wise you are, to know that you and others are intelligent.
As some people know here, I very rarely find any new content to be overly weak. Generally it is the reverse. I even...
Forum:
Scenarios, Maps and Mods
April 12th, 2009, 04:49 PM
Replies:
37
Mod:
New pretender: Deep Dagon
Views:
25,676
Posted By
VedalkenBear
Re: New pretender: Deep Dagon
Wayward: Why does the Deep Dagon have a Dominion of 1, while the (normal) Dagon have a Dominion of 4?
I think this version may be a bit 'overnerfed'.
Forum:
Scenarios, Maps and Mods
April 8th, 2009, 02:56 PM
Replies:
200
Conceptual Balance Mod 1.41
Views:
44,948
Posted By
VedalkenBear
Re: Conceptual Balance Mod 1.41
I love the Lord of the Gates. I (personally) like the auto-summoners, except those that produce troops that require upkeep.
Here's a theoretical question. For the Lord of War (or the Celestial...
Forum:
Scenarios, Maps and Mods
April 8th, 2009, 02:52 PM
Replies:
37
Mod:
New pretender: Deep Dagon
Views:
25,676
Posted By
VedalkenBear
Re: New pretender: Deep Dagon
Very nice God. Is it designed to be a Bless-bot in addition to a SC in its own right?
If you remove Trample, it might 'work'. I dunno how the Swallow attack works, though.
Forum:
Scenarios, Maps and Mods
April 8th, 2009, 02:49 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,767
Posted By
VedalkenBear
Re: New Nation, Harabatia: Rise of the Raptors v1.00
Humakty: That would be a simple mistake on my part. :p Mea culpa. Just wanted to drop a line to say that I would be offering feedback on the mod, and addressed the wrong person.
Forum:
Scenarios, Maps and Mods
April 6th, 2009, 12:31 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,767
Posted By
VedalkenBear
Re: New Nation, Harabatia: Rise of the Raptors v1.00
Humakty: I'll be posting my own feedback on this nation shortly.
Forum:
Dominions 3: The Awakening
April 2nd, 2009, 05:47 AM
Replies:
12
Globals and Boosters
Views:
2,546
Posted By
VedalkenBear
Re: Globals and Boosters
BTW, does this mean if you have Ritual of Rebirth (or whatever that spell is that turns a mage, when it dies, into a Wight Mage) active, and the mage 'dies' (thus activating the Ritual), does this...
Forum:
Dominions 3: The Awakening
March 31st, 2009, 08:10 AM
Replies:
9
Forge bonus for jade knife?
Views:
1,962
Posted By
VedalkenBear
Re: Forge bonus for jade knife?
Well, it was perfectly understandable here.
Unfortunately, that would make getting a Blood forge bonus much cheaper (and more accessible) than Hammers would be.
While thematic, I don't think it...
Forum:
Scenarios, Maps and Mods
March 27th, 2009, 01:28 PM
Replies:
94
Mod:
Alugra, City of Wonders v1.06 - Stable version
Views:
25,743
Posted By
VedalkenBear
Re: Alugra, City of Wonders version 1.00
Oh, okay. I figured it was probably some sort of alternate form, but I'm very hesitant to lose heroes. :p
Forum:
Scenarios, Maps and Mods
March 27th, 2009, 12:51 PM
Replies:
94
Mod:
Alugra, City of Wonders v1.06 - Stable version
Views:
25,743
Posted By
VedalkenBear
Re: Alugra, City of Wonders version 1.00
Burn, could you care to spill the beans on what the Tanner is supposed to do? I must confess, I'm assuming it's a comic book reference, but I don't know it.
Forum:
Scenarios, Maps and Mods
March 27th, 2009, 09:31 AM
Replies:
94
Mod:
Alugra, City of Wonders v1.06 - Stable version
Views:
25,743
Posted By
VedalkenBear
Re: Alugra, City of Wonders version 1.00
Llama: I believe my point is exactly what I said. Alugra can recruit more mages per turn than it has labs. That is something that must be balanced. Also as Burn points out, you have perfectly...
Forum:
Scenarios, Maps and Mods
March 26th, 2009, 06:52 PM
Replies:
94
Mod:
Alugra, City of Wonders v1.06 - Stable version
Views:
25,743
Posted By
VedalkenBear
Re: Alugra, City of Wonders version 1.00
Burn: Overall, the Gifted have too many paths I think. The issue with 'hidden' mages is that you're giving Alugra both recruitable mages (and reasonable-to-good ones) _and_ LA Ermor-esque 'mage...
Forum:
Dominions 3: The Awakening
March 26th, 2009, 12:36 PM
Replies:
14
Wishlist:
Capitulation
Views:
3,381
Posted By
VedalkenBear
Re: Capitulation
thejeff: Precisely. Part of my assumptions have been that everyone _knows_ when a player 'goes AI'. If so, then clearly NAPs will be disbanded at that time. If someone is so foolish as to rely on...
Forum:
Dominions 3: The Awakening
March 26th, 2009, 12:08 PM
Replies:
14
Wishlist:
Capitulation
Views:
3,381
Posted By
VedalkenBear
Re: Capitulation
Ill: The stated reason is that the 'AI is not competitive'. Presumably, this means that it's not a challenge.
While this may be true, certainly needing to take X turns to take Y territories is...
Forum:
Dominions 3: The Awakening
March 26th, 2009, 10:07 AM
Replies:
14
Wishlist:
Capitulation
Views:
3,381
Posted By
VedalkenBear
Re: Capitulation
Why not make the provinces go independent, and re-produce appropriate Independent defenders of the provinces? Alternately, if someone 'quits', have the computer zero all of their dominion. That...
Forum:
Scenarios, Maps and Mods
March 26th, 2009, 07:40 AM
Replies:
94
Mod:
Alugra, City of Wonders v1.06 - Stable version
Views:
25,743
Posted By
VedalkenBear
Re: Alugra, City of Wonders version 1.00
Radio: I'll take a look at that. While the Smith is quite good, his capital-only nature and, IIRC, 1 Strategic move means that he is only good as a commander. Sure, he can't be hurt, and that can...
Forum:
Scenarios, Maps and Mods
March 26th, 2009, 07:33 AM
Replies:
10
Mod:
AI Opponent Balance MOD
Views:
5,350
Posted By
VedalkenBear
Re: AI Opponent Balance MOD
NTJedi: I wouldn't know how popular LA Abysia is overall, but I think it's in the top 50% of nations for me. ;)
Forum:
Scenarios, Maps and Mods
March 25th, 2009, 04:20 PM
Replies:
10
Mod:
AI Opponent Balance MOD
Views:
5,350
Posted By
VedalkenBear
Re: AI Opponent Balance MOD
NTJedi, may I ask the rationale behind using LA Abysia for the spells?
I rather like this mod, BTW, in concept.
Forum:
Scenarios, Maps and Mods
March 24th, 2009, 09:21 PM
Replies:
94
Mod:
Alugra, City of Wonders v1.06 - Stable version
Views:
25,743
Posted By
VedalkenBear
Re: Alugra, City of Wonders version 1.00
I was actually thinking of their abilities as thugs, but battle magic is another useful way of using them.
Forum:
Scenarios, Maps and Mods
March 24th, 2009, 07:49 PM
Replies:
94
Mod:
Alugra, City of Wonders v1.06 - Stable version
Views:
25,743
Posted By
VedalkenBear
Re: Alugra, City of Wonders version 1.00
Burn: Playing around with Alugra a little bit, I have some feedback.
1) Alugra is an incredible Blood nation. I'm sure that I could check what the Villain's Blood magic is, but I haven't seen...
Forum:
Dominions 3: The Awakening
March 21st, 2009, 08:02 AM
Replies:
116
Patch 3.23
Views:
21,440
Posted By
VedalkenBear
Re: Patch 3.23
Ah, okay, llama, thanks. As you can tell, the only reverse communions I've done have been by accident. Thank you for this.
Forum:
Dominions 3: The Awakening
March 21st, 2009, 07:44 AM
Replies:
116
Patch 3.23
Views:
21,440
Posted By
VedalkenBear
Re: Patch 3.23
My concern with using a Matrix is that the Matrix 'casts' the spell before combat actually starts, and therefore a Master Matrix (without Slave Matrices) would automatically have to be cast before...
Forum:
Scenarios, Maps and Mods
March 19th, 2009, 06:41 PM
Replies:
57
Sombre's Mods
Views:
22,361
Posted By
VedalkenBear
Re: Sombre's Mods
I must say, Sombre, while I'm not perfectly satisfied with the balance of your nations, there are all very different and very evocative. I have played the Skaven nation, as well as Ulm Reborn, and...
Showing results 1 to 25 of 465
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