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Search: Posts Made By: LumenPlacidum
Forum: Scenarios, Maps and Mods March 6th, 2010, 06:17 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.51 available

Hahaha, goes to show how often I play blood nations. So, Summon Imp isn't a ritual, huh? Yeah, you're right about that not being fair then.
Forum: Scenarios, Maps and Mods March 6th, 2010, 04:07 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.51 available

Uh, what's the good alternative open to Fomoria to make up for their mages? Unless you mean the Fomorian Kings...
Forum: Scenarios, Maps and Mods March 6th, 2010, 02:48 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.51 available

1 slave per snaga?! These goblins aren't particularly effective. Bone fiends come at 9 fiends per 3 slaves, and they have good hitpoints, attack, defense, and 2 attacks at about the same damage. ...
Forum: Scenarios, Maps and Mods March 6th, 2010, 10:52 AM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.51 available

Sure, I'll give that a try. Do you think they'll really be a viable choice after that?

Also, I realized that one effective way to give Angmar a bigger army and still require them to pay for it...
Forum: Scenarios, Maps and Mods March 3rd, 2010, 06:29 PM
Replies: 1
Views: 2,158
Posted By LumenPlacidum
Re: Danubia: Heroes of Fantasy

Haha, good idea using the lance bonus for sneak attacks.
Forum: Scenarios, Maps and Mods March 2nd, 2010, 11:26 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.5 available

Hmm, it turns out that my plan to have all wraiths spread dominion like a prophet might not work in conjunction with #dyingdom. Even bolstering the Witch King to a domspread of 3, he doesn't really...
Forum: Scenarios, Maps and Mods March 2nd, 2010, 04:48 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.5 available

Yeah, because my main computer died, I'm now working with the version I posted. It looks like I wasn't entirely sane when I posted this first version. I didn't include the troll attack graphic, and...
Forum: Scenarios, Maps and Mods March 1st, 2010, 05:48 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.5 available

Hey, thanks for the honest assessment. My initial goal was definitely to capture the feel of Angmar before going into the balancing. I have some things I want to add to the mod before I really...
Forum: Scenarios, Maps and Mods March 1st, 2010, 04:30 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.5 available

Haha, really? Oh well, no biggy.
Forum: Scenarios, Maps and Mods March 1st, 2010, 12:09 AM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.5 available

Yeah, that's the idea. I'm not sure I like the fact that it seems to be impossible to get the ability and not have flight come along with it. But yeah, the pretender chassis is the "Giver of Gifts"...
Forum: Scenarios, Maps and Mods February 28th, 2010, 02:42 AM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.5 available

Is it possible to mod in a unit with the Corruption ability? I can't find it in the modding doc.
Forum: Scenarios, Maps and Mods February 27th, 2010, 07:21 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.5 available

Ah, the type of slash is causing problems?

Oh yeah, the warg age will become that of the orc... and orcs are functionally immortal. Hmm, not sure how to change that, other than to make wargs have...
Forum: Multiplayer and AARs February 27th, 2010, 03:47 PM
Replies: 486
Views: 105,990
Posted By LumenPlacidum
Re: Overlords - Game Thread. (playing)

Good going, Lupus! Your first MP game is a victory!
Congrats, Baalz! Well done.
Forum: Scenarios, Maps and Mods February 27th, 2010, 03:40 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Kingdom of Angmar - Version 0.5 available

There, I've uploaded what I've got so far for people to play around with. I'll add the ringwraith multiheroes soon and update it.

Now, what sorts of national summons should I have? I figure...
Forum: Scenarios, Maps and Mods February 27th, 2010, 01:43 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Possible mod nation? - Kingdom of Angmar

I agree that their lack of earth magic is a problem for them, but it's a very good path to take on your pretender. Also, you can forge a rather good shield at Const-2: the Enchanted Shield. Low enc...
Forum: Scenarios, Maps and Mods February 27th, 2010, 01:19 AM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Possible mod nation? - Kingdom of Angmar

Did a few more, though the warg rider's lacking an attack sprite at the moment.

Rhudaur Shaman (actually, I'm probably going to take away the research -1 on these guys, that much gold for that...
Forum: Scenarios, Maps and Mods February 26th, 2010, 02:28 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Possible mod nation? - Kingdom of Angmar

Just to make sure, we CANNOT mod in linked random paths, right? So, I cannot make my nazgul multiheroes D3+100% W3/E3/A3/F3/B3, right?
Forum: Scenarios, Maps and Mods February 26th, 2010, 11:43 AM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Possible mod nation? - Kingdom of Angmar

Fair enough. Maybe just a couple more gem income which would build up to a bit of a boost when construction is researched.

Oh, and in my tests I've realized that probably the best way to start...
Forum: Scenarios, Maps and Mods February 26th, 2010, 01:35 AM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Possible mod nation? - Kingdom of Angmar

No, I think a summon to get the trolls can't really work in this era. They're there to beef up Angmar's ability to defend. Also, they shouldn't be able to travel long distances because of the whole...
Forum: Scenarios, Maps and Mods February 26th, 2010, 12:31 AM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Possible mod nation? - Kingdom of Angmar

Hill Troll (That berserk is a whopping +8, meaning that it's pretty easy to dodge that greatclub until you piss it off, when it turns to 35 base damage at attk 18):...
Forum: Scenarios, Maps and Mods February 25th, 2010, 11:43 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Possible mod nation? - Kingdom of Angmar

I'm sort of hoping to make high PD a fairly good choice for the nation. The PD has lots of berserk guys with hatchets, and high levels of PD give a trampler that the nation can't get anywhere else. ...
Forum: Dominions 3: The Awakening February 25th, 2010, 09:09 PM
Replies: 5
Views: 3,122
Posted By LumenPlacidum
Re: Required # of Research Points

Ooh, a Fibonacci sequence...
Forum: Multiplayer and AARs February 25th, 2010, 09:07 PM
Replies: 237
Views: 63,637
Posted By LumenPlacidum
Re: RAFT - Late Age (Game Started!)

Problem resolved; I've undone the 24 hour delay. Turn will host normally in about 4 hours.
Forum: Scenarios, Maps and Mods February 25th, 2010, 06:59 PM
Replies: 151
Views: 49,293
Posted By LumenPlacidum
Re: Possible mod nation? - Kingdom of Angmar

Rhudaur Savage (resource-cheap guys that hit hard but die in droves, most of your PD is made of these):
http://i47.tinypic.com/29fb4w2.png

Up next is the Gundabad Warg Rider, though I'm having...
Forum: Multiplayer and AARs February 25th, 2010, 05:02 PM
Replies: 237
Views: 63,637
Posted By LumenPlacidum
Re: RAFT - Late Age (Game Started!)

Some people are having problems sending their turns to llamaserver for some reason, so I've extended the turn for 24 hours to see what's going on. If it's resolved soon, I'll manually host the turn...
Showing results 51 to 75 of 255

 
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