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Showing results 1 to 19 of 19
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Posts Made By:
trentzero
Forum:
Dominions 3: The Awakening
May 13th, 2009, 03:31 AM
Replies:
26
OT: A Song Of Fire And Ice PC Game
Views:
6,476
Posted By
trentzero
Re: OT: A Song Of Fire And Ice PC Game
Eh, frankly I thought the author was a dumbass for killing off so many good characters. He even admitted as much after the third or so book when he realized that he had no likeable protagonists left....
Forum:
Dominions 3: The Awakening
February 2nd, 2009, 05:20 PM
Replies:
154
Off topic: How are games failing you?
Views:
21,450
Posted By
trentzero
Re: Off topic: How are games failing you?
I believe you're referring to Incursion? Based on the D20 system? Loved it but I'm still waiting for the next update.
Forum:
Dominions 3: The Awakening
February 1st, 2009, 01:20 AM
Replies:
14
Wishlist:
turn speed
Views:
2,447
Posted By
trentzero
Re: turn speed
1) What's your RAM and processor speed? Any background processes that could be stealing CPU cycles?
2) How big of a map are you playing? Turn processing on 500+ province maps take a lot longer to...
Forum:
Dominions 3: The Awakening
October 9th, 2008, 02:42 AM
Replies:
370
Did you know that? (Dominions trivia)
Views:
116,519
Posted By
trentzero
Re: Did you know that? (Dominions trivia)
Actually this might also be caused if one of your archers in an all archer stack (or if you stick a non-archer in one) happens to lose an arm, he won't have a bow anymore, thus, sending the whole...
Forum:
Dominions 3: The Awakening
October 9th, 2008, 02:35 AM
Replies:
370
Did you know that? (Dominions trivia)
Views:
116,519
Posted By
trentzero
Re: Did you know that? (Dominions trivia)
Maybe you can't find virgins near bodies of water. ;)
Forum:
Scenarios, Maps and Mods
October 6th, 2008, 03:28 PM
Replies:
293
Mod:
Warhammer Nation: Lizardmen - v0.75 minor update
Views:
90,506
Posted By
trentzero
Re: Warhammer Nation: Lizardmen - Beta released
Ok, I just now noticed that the dormant state is 5th generation and the active state is 4th generation on both units. Dormant state has no paths and no mobility and changing to active state reverts...
Forum:
Scenarios, Maps and Mods
October 5th, 2008, 07:09 PM
Replies:
293
Mod:
Warhammer Nation: Lizardmen - v0.75 minor update
Views:
90,506
Posted By
trentzero
Re: Warhammer Nation: Lizardmen - Beta released
Eh? It works fine for me. They don't have magic paths after I change shape on them.
Forum:
Scenarios, Maps and Mods
October 3rd, 2008, 07:02 PM
Replies:
293
Mod:
Warhammer Nation: Lizardmen - v0.75 minor update
Views:
90,506
Posted By
trentzero
Re: Warhammer Nation: Lizardmen - Beta released
One more bug concerning the Saurus Cavalry again. When they lose their rider, the resulting Cold Ones do not have recuperation.
Also, this might be a crossover bug with another mod but some swords...
Forum:
Scenarios, Maps and Mods
October 3rd, 2008, 01:52 PM
Replies:
293
Mod:
Warhammer Nation: Lizardmen - v0.75 minor update
Views:
90,506
Posted By
trentzero
Re: Warhammer Nation: Lizardmen - Beta released
Augghh! :D I've been following this mod for a long time. Can't wait to test it out!
Some issues on first run.
Saurus Oldblood: Shouldn't he also have recuperation like the Saurus cavalry...
Forum:
Dominions 3: The Awakening
June 20th, 2008, 05:51 PM
Replies:
42
Thoughts on making "luck" equally attractive
Views:
4,134
Posted By
trentzero
Re: Thoughts on making \"luck\" equally attractive
Certain spells like Baleful Star show up in the message log as "events" even though they're not. If you're up against a particulary zealous enemy they might even spam those types of spells at you...
Forum:
Scenarios, Maps and Mods
May 26th, 2008, 01:22 PM
Replies:
98
Mod:
Blast from the Past, Return of the Underkings
Views:
13,445
Posted By
trentzero
Re: Blast from the Past, Return of the Underkings
Yes, they don't need no stinkin' armor either! Woad is enough for them (prot 6). That and booze, lotsa booze... drunken dwarf-fu maybe? I can imagine them whistling "Happy Woodcutter" as they charge...
Forum:
Scenarios, Maps and Mods
May 25th, 2008, 06:36 PM
Replies:
98
Mod:
Blast from the Past, Return of the Underkings
Views:
13,445
Posted By
trentzero
Re: Blast from the Past, Return of the Underkings
I notice that the Battleragers are size 3, hulking monstrosities compared to their normal brethren. Intended?
Forum:
Scenarios, Maps and Mods
May 25th, 2008, 12:42 AM
Replies:
98
Mod:
Blast from the Past, Return of the Underkings
Views:
13,445
Posted By
trentzero
Re: Blast from the Past, Return of the Underkings
I just tried a game and got a no holiness error CTD. I believe this is from certain units having priest levels but not having the sacred tag?
--Changed pathfinder and Dwarf Lord to holy status and...
Forum:
Dominions 3: The Awakening
May 20th, 2008, 04:01 PM
Replies:
10
New Player, have Vista
Views:
1,806
Posted By
trentzero
Re: New Player, have Vista
It runs fine w/o compatibility options under my Vista Home edition. http://forum.shrapnelgames.com/images/smilies/happy.gif
Forum:
Dominions 3: The Awakening
May 7th, 2008, 12:30 AM
Replies:
19
Battle simulator debug commands? Easter egg?
Views:
2,697
Posted By
trentzero
Re: Battle simulator debug commands? Easter egg?
Just tried it. Still works with current patch. Interesting command.
Forum:
Dominions 3: The Awakening
April 13th, 2008, 02:28 PM
Replies:
4
Paralyze always targets commanders first?
Views:
1,117
Posted By
trentzero
Re: Paralyze always targets commanders first?
Soul Slay, Paralyze and many of the damaging spells tend to prioritize high HP units like elephants or giants before low HP mages.
Forum:
Scenarios, Maps and Mods
July 15th, 2007, 03:01 PM
Replies:
244
Utility:
RanDom v2.03 - Map gen & Semirandomizer... Updated
Views:
112,327
Posted By
trentzero
Re: RanDom v2.03 - Map gen & Semirandomizer... Upd
Great tool, Ballbarian! I've been using it since it was only the Semirandomizer. The fiddle XP was what I was really waiting for since I was doing it by hand before. But I haven't been able to get...
Forum:
Scenarios, Maps and Mods
December 2nd, 2006, 04:47 PM
Replies:
23
Conceptual Balance Mod 0.92
Views:
2,727
Posted By
trentzero
Re: Conceptual Balance Mod 0.92
Ok, I see it now. I guess Worthy Heroes loaded first in my case. I suppose just changing the warhorse hoof weapon number up to 773 would work?
Forum:
Scenarios, Maps and Mods
December 2nd, 2006, 04:19 PM
Replies:
23
Conceptual Balance Mod 0.92
Views:
2,727
Posted By
trentzero
Re: Conceptual Balance Mod 0.92
::delurking::
Did anyone notice that the war hoof attack gets replaced by "Skills of the Gladiator" ingame?
http://img156.imagevenue.com/loc486/th_88115_Hoof1_122_486lo.jpg...
Showing results 1 to 19 of 19
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