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Showing results 251 to 275 of 500
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Posts Made By:
Illuminated One
Forum:
Dominions 3: The Awakening
September 8th, 2009, 03:11 PM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
Hmm, I think it would solve a lot.
Gem Income is visible.
Sites can be taken over.
Sites can be limited.
And you can certainly do it.
Forum:
Multiplayer and AARs
September 8th, 2009, 03:03 PM
Replies:
26
MP:
Noobs, Vets, & AIs: An evolving concept for a new series.
Views:
9,381
Posted By
Illuminated One
Re: Noobs vs. AI's: New series. Conceptual thread/discussion.
Well, if you are going the gods by hand I guess maxing the resources of all units the AI shouldn't build (like the mid-cost warriors for Mictlan) really helps.
Forum:
Dominions 3: The Awakening
September 7th, 2009, 07:21 PM
Replies:
150
IGN: Elemental: War Of Magic - Preview
Views:
49,958
Posted By
Illuminated One
Re: IGN: Elemental: War Of Magic - Preview
I guess happygeeks point was not that the concept art is beautiful, but that it's nothing to care much about. Take a note "concept artist sucks" and look at more important things like gameplay. :)
Forum:
Dominions 3: The Awakening
September 6th, 2009, 05:43 PM
Replies:
12
More questions IV
Views:
4,557
Posted By
Illuminated One
Re: More questions IV
Oh, sorry, the Wyrm was just the first thing that came to my mind having two heads. Don't know if a god can become a zombie.
Probably should have sticked to Machaka sorcerers (become a spider with...
Forum:
Dominions 3: The Awakening
September 5th, 2009, 11:45 AM
Replies:
12
More questions IV
Views:
4,557
Posted By
Illuminated One
Re: More questions IV
There's four ways to die in a battle and get a second chance I know of.
The Life after Death battle spell.
Everyone that dies rises again as zombie in the same battle. Commanders keep all their...
Forum:
Dominions 3: The Awakening
September 4th, 2009, 08:39 PM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
Hmm, the latter could probably be changed quite easily by giving hammers or cleavers a different icon.
And how about a costless useless unit with only as much slot as possible for holding stuff...
Forum:
Scenarios, Maps and Mods
September 4th, 2009, 08:37 PM
Replies:
6
Dom 3 Scripting Framework (SP)
Views:
3,093
Posted By
Illuminated One
Re: Dom 3 Scripting Framework (SP)
I actually did an API and updated the Growing Swamp Example.
Hopefully this makes it easy enough to mod without knowing python.
Forum:
Dominions 3: The Awakening
September 4th, 2009, 03:25 PM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
Hmm, I think the tartarian thing would be quite easy to fix if there were some other nonunique SCs with about equal price and power.
Forum:
Dominions 3: The Awakening
September 3rd, 2009, 03:50 PM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
Adding to that I mean maybe the main thing is simply that above a certain point it becomes to much for anyone to manage.
I mean seriously, you are not memorizing what paths even 50 mages have and...
Forum:
Scenarios, Maps and Mods
September 3rd, 2009, 03:30 PM
Replies:
6
Dom 3 Scripting Framework (SP)
Views:
3,093
Posted By
Illuminated One
Re: Dom 3 Scripting Framework (SP)
@Gandalf
Yeah, a list a long these lines is great. If you have something around that shows how they look in the debug log that would be perfect.
Well, as for ideas I have so many myself,...
Forum:
Dominions 3: The Awakening
September 3rd, 2009, 01:00 PM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
That would require my enemy to know exactly where I have my forgers without me having any idea of it, which should be something near impossible as he can't see my paths (as I have maybe 15 other...
Forum:
Scenarios, Maps and Mods
September 3rd, 2009, 12:31 PM
Replies:
6
Dom 3 Scripting Framework (SP)
Views:
3,093
Posted By
Illuminated One
Dom 3 Scripting Framework (SP)
So one of the big limits of modding was that you could only change stats of units or spells, not create dynamic events let alone scenarios.
No more, this Frameworks allows you to create mods that...
Forum:
Dominions 3: The Awakening
September 3rd, 2009, 10:40 AM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
That's why I said a couple. :)
And sure you have to run around a bit, but that's my point it's not good to penalize players for moving their mages around.
True to a point, if they could just...
Forum:
Dominions 3: The Awakening
September 3rd, 2009, 09:59 AM
Replies:
16
Need help dealing with Sidhe Lords
Views:
5,672
Posted By
Illuminated One
Re: Need help dealing with Sidhe Lords
Hmm, I find empowering anyone is always the worst choice (sure if that's your only way to get into a path, but never just for a little more combat efficiency).
I suppose you need the Astral1 (?)...
Forum:
Dominions 3: The Awakening
September 3rd, 2009, 09:49 AM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
Well, at least one thing is quite sure that banning hammers will negatively affect earth nations (Ulm, Marverni, Yomi, Agartha, Vanheim, Machaka, Atlantis, out of Memory there is only Hinnom where a...
Forum:
Dominions 3: The Awakening
September 2nd, 2009, 10:40 PM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
The problem with that is it doesn't fix the unlimited exponential increase.
Either you make them so costly that they don't pay off - supposing I expect the game to last 70 turns, I would hardly...
Forum:
Dominions 3: The Awakening
September 2nd, 2009, 10:09 PM
Replies:
26
Gemgen alternative idea.
Views:
4,997
Posted By
Illuminated One
Re: Gemgen alternative idea.
Not if you put them on a scout.
Wrath of God (?) can kill them, too, I think.
Forum:
Scenarios, Maps and Mods
September 2nd, 2009, 08:31 PM
Replies:
4
Ways of Ending
Views:
1,891
Posted By
Illuminated One
Re: Ways of Ending
There is no difference in the files, but I maybe there is one in the debug log or exit code.
Asking the player is always a possibility but it's ugly.
Forum:
Scenarios, Maps and Mods
September 2nd, 2009, 09:56 AM
Replies:
4
Ways of Ending
Views:
1,891
Posted By
Illuminated One
Re: Ways of Ending
Not really helpful if you want to host a game only if the player has hit End Turn.
Forum:
Multiplayer and AARs
September 2nd, 2009, 09:54 AM
Replies:
370
Noob LA Game: Cataclysm - And Begin!
Views:
57,480
Posted By
Illuminated One
Re: Noob LA Game: Cataclysm - And Begin!
I will issue attack orders on 70, so my troops will arrive at turn 71.
Forum:
Dominions 3: The Awakening
September 2nd, 2009, 09:26 AM
Replies:
12
DRAS - Tactical opinion needed!
Views:
4,079
Posted By
Illuminated One
Re: DRAS - Tactical opinion needed!
Being able to fend of a rush isn't the only problem that the weak nations have.
You will also need spells to make your troops effective against normal troops (indies, PD), so you end up with a much...
Forum:
Dominions 3: The Awakening
September 1st, 2009, 05:11 PM
Replies:
34
Mind Hunting and Astral levels
Views:
10,503
Posted By
Illuminated One
Re: Mind Hunting and Astral levels
Well, I think it targets the highest s mage first, so I've always used mages with higher s than the SC in question.
Never got one cast at me though.
Forum:
Dominions 3: The Awakening
September 1st, 2009, 03:33 PM
Replies:
34
Mind Hunting and Astral levels
Views:
10,503
Posted By
Illuminated One
Re: Mind Hunting and Astral levels
You mean magic duel I guess?
S1 is enough to protect from Mindhunts.
Magic Duel however works like this iirc:
Enemy base Astral (boosters are not counted) + d6 >= Your base Astral + d6 =>...
Forum:
Scenarios, Maps and Mods
September 1st, 2009, 03:26 PM
Replies:
4
Ways of Ending
Views:
1,891
Posted By
Illuminated One
Ways of Ending
Is there any way to find out wether the current *.2h file was created through "Save and Exit" or through "End Turn"?
Forum:
Dominions 3: The Awakening
September 1st, 2009, 03:06 PM
Replies:
221
Tip:
Template for reducing late game MM hell
Views:
51,716
Posted By
Illuminated One
Re: Template for reducing late game MM hell
Indeed. :)
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