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Showing results 26 to 50 of 500
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Posts Made By:
Nerfix
Forum:
Scenarios, Maps and Mods
November 13th, 2006, 07:32 PM
Replies:
36
Mod:
New Nation: Sanguinia (Update v1.1)
Views:
19,190
Posted By
Nerfix
Re: New Nation: Sanguinia
I'd love to see Chaos. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Forum:
Scenarios, Maps and Mods
November 13th, 2006, 07:03 PM
Replies:
36
Mod:
New Nation: Sanguinia (Update v1.1)
Views:
19,190
Posted By
Nerfix
Re: New Nation: Sanguinia
Were cool nation, I think it's very unique in a way that it has a pile of disadvantages coupled with advantages...hmmm, EA Agartha is also like that and I also like them a lot......
Forum:
Scenarios, Maps and Mods
November 13th, 2006, 05:57 PM
Replies:
19
Seven Nation Army (combined mod proposal)
Views:
3,869
Posted By
Nerfix
Re: Seven Nation Army (combined mod proposal)
You're free to put Sar Elad in.
Forum:
Scenarios, Maps and Mods
November 13th, 2006, 09:58 AM
Replies:
21
Ideas needed for worthy heroes mod
Views:
4,591
Posted By
Nerfix
Re: Ideas needed for worthy heroes mod
Hmm, you're correct, they would be kind of dull. Maybe gigantic Giboleths or something? o.o;
Forum:
Scenarios, Maps and Mods
November 12th, 2006, 06:50 PM
Replies:
21
Ideas needed for worthy heroes mod
Views:
4,591
Posted By
Nerfix
Re: Ideas needed for worthy heroes mod
Early Atlantis has a hero?
EA R'lyeh: Great Polypal Mother as multihero? Or perhaps some Venerable Mindlord or somesuch.
Forum:
Scenarios, Maps and Mods
November 12th, 2006, 06:14 PM
Replies:
21
Mod:
Finally: Sar Elad, testers needed
Views:
8,333
Posted By
Nerfix
Re: Finally: Sar Elad, testers needed
Whoa, nice post DrPraetorius, good post. Thanks, I'll look into your suggestions.
Also, I have yet to implement the heroes at all, so they don't show up, or in case I forgot to disable them for...
Forum:
Scenarios, Maps and Mods
November 12th, 2006, 04:07 PM
Replies:
21
Mod:
Finally: Sar Elad, testers needed
Views:
8,333
Posted By
Nerfix
Re: Finally: Sar Elad, testers needed
Thanks for comments, I'll look into the scythe issue.
Patrol bonus can't be modded. so yeah, they're supposed to have it but they don't. =/
I was actually afraid that easily massable sacred...
Forum:
Scenarios, Maps and Mods
November 12th, 2006, 10:56 AM
Replies:
21
Mod:
Finally: Sar Elad, testers needed
Views:
8,333
Posted By
Nerfix
Finally: Sar Elad, testers needed
Greetings
After such a long time the Sar Elad mod has reached a point where the mod can be played.
So what is this Sar Elad thing?
It's a nation based on biblical Israel with sling-armed...
Forum:
Dominions 3: The Awakening
November 12th, 2006, 08:00 AM
Replies:
9
See the signs in the sky?
Views:
2,774
Posted By
Nerfix
Re: See the signs in the sky?
It's one of the insanity commanders, like "Ftaghn" and "Hear my Dreams of R'lyeh". At least it wasn't "Heretic Preaching". Or maybe that was even worse....
Forum:
Dominions 3: The Awakening
November 10th, 2006, 01:06 PM
Replies:
35
I love Bogus
Views:
5,519
Posted By
Nerfix
Re: I love Bogus
And Greenstone Armor, definitively the phattest lewt.
Forum:
Dominions 3: The Awakening
November 10th, 2006, 12:56 PM
Replies:
30
What do you listen to while playing Dom3?
Views:
7,293
Posted By
Nerfix
Re: What do you listen to while playing Dom3?
Hmm, I've listened to the game soundtrack which is excelent, Okami soundtrack which is fitting for Jomon and such and Laibach which is...well, it doesn't quite fit the era in most of the cases....
Forum:
Dominions 3: The Awakening
November 9th, 2006, 03:11 PM
Replies:
47
Best - worse magic paths
Views:
7,455
Posted By
Nerfix
Re: Best - worse magic paths
Blood, Death, Astral, Nature. Sorcery rules the world.
Weakest ones...Fire and Water.
Forum:
Scenarios, Maps and Mods
November 8th, 2006, 05:54 PM
Replies:
6
Why bad startsite error?
Views:
3,083
Posted By
Nerfix
Re: Why bad startsite error?
That did it.
Forum:
Dominions 3: The Awakening
November 8th, 2006, 03:23 PM
Replies:
10
They came from the SEA?!
Views:
2,612
Posted By
Nerfix
Re: They came from the SEA?!
I thought that only the exceedingly rare magic site Crater allows you to get them? http://forum.shrapnelgames.com/images/smilies/tongue.gif
Forum:
Scenarios, Maps and Mods
November 8th, 2006, 02:39 PM
Replies:
6
Why bad startsite error?
Views:
3,083
Posted By
Nerfix
Re: Why bad startsite error?
I did it with "".
Forum:
Scenarios, Maps and Mods
November 8th, 2006, 11:56 AM
Replies:
6
Why bad startsite error?
Views:
3,083
Posted By
Nerfix
Re: Why bad startsite error?
I tried that and it still complains. http://forum.shrapnelgames.com/images/smilies/frown.gif
Forum:
Scenarios, Maps and Mods
November 8th, 2006, 09:59 AM
Replies:
6
Why bad startsite error?
Views:
3,083
Posted By
Nerfix
Why bad startsite error?
-- The new magic sites --
#newsite 988
#name "The Great Temple"
#path 8
#level 0
#rarity 5
#gems 4 4
#homemon 2989
#loc 16384
Forum:
Scenarios, Maps and Mods
November 8th, 2006, 07:47 AM
Replies:
24
Mod:
New Nation: Teutanion (Update v1.11)
Views:
7,343
Posted By
Nerfix
Re: New Nation: Teutanion
Nice mod. http://forum.shrapnelgames.com/images/smilies/happy.gif I like everything from the concept to the graphics.
Forum:
Dominions 3: The Awakening
November 8th, 2006, 04:27 AM
Replies:
92
Thug/SC/Assasin builds thread
Views:
14,877
Posted By
Nerfix
Re: Thug/SC/Assasin builds thread
Shroud doesn't work on pretenders.
Forum:
Dominions 3: The Awakening
November 8th, 2006, 03:42 AM
Replies:
59
Strange horror behaviour (likely bug)
Views:
10,850
Posted By
Nerfix
Re: Strange horror behaviour (likely bug)
The patch didn't mention of the spells being fixed. Did it work? O_o
Forum:
Scenarios, Maps and Mods
November 7th, 2006, 06:59 PM
Replies:
52
Conceptual Balance Mod 0.9
Views:
8,875
Posted By
Nerfix
Re: Conceptual Balance Mod 0.9
Already? That's swift work.
Forum:
Scenarios, Maps and Mods
November 7th, 2006, 03:23 PM
Replies:
52
Conceptual Balance Mod 0.9
Views:
8,875
Posted By
Nerfix
Re: Conceptual Balance Mod 0.9
Well, Bladewind is back to normal so I'm happy with it.
Forum:
Dominions 3: The Awakening
November 7th, 2006, 01:00 PM
Replies:
21
What if Trampling units used their weapons...
Views:
3,937
Posted By
Nerfix
Re: What if Trampling units used their weapons...
Not really a no-brainer, good, yes, but few things are no-brainers. Diving into a mass of enemies can present some nasty drawbacks, and there are other nice boots such as Brimstone Boots, Boots of...
Forum:
Dominions 3: The Awakening
November 7th, 2006, 12:05 PM
Replies:
21
What if Trampling units used their weapons...
Views:
3,937
Posted By
Nerfix
Re: What if Trampling units used their weapons...
What would those units be?
Forum:
Dominions 3: The Awakening
November 7th, 2006, 04:11 AM
Replies:
6
Quick Question
Views:
1,804
Posted By
Nerfix
Re: Quick Question
Some units, notably Tien's Warriors of Five Elements and Red Guards are stronger on spring. Seasonal Spirits are stronger in their corresponding seasons.
Winters are colder. IIRC. Not sure...
Showing results 26 to 50 of 500
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