Re: Dominions 3000 v0.46 Ulm, R'lyeh, Jomon & indies
hmm I turned the indies down a bit, I don't know if the indie setting still matters since I handplaced them all in the provinces
In my test games I didn't have too much trouble with the indies though.. especially the ones with few troops (the fish) are immobilized fast.
I usually try a screen of chaff and then depending on what I'm facing either mutants or illithid (since most troops are higher size so less on a square I think I'll lower muntant price since they are relatively less effective)
it sort of worked then.
I didn't figure r'lyeh would be that weak.. teh same illithid that work pretty well in base game are now even cheaper and there are larger and less indie troops.. so I'd figure that would help them actually.
I'll lower the mutant cost though.
PS do you ahve the latest version? 1-2 versions ago I lowerd MR a bit on some indies which should help mindblasting
PS there is a #end missing so the weapon of the jomon militia is strange, this is changed already for the next patch
also there will be a new indie type then.
as I said next version will also have shield with a parry value which will lower effectiveness for ranged combat.. sadly most indies don't have shields since they have no tech except the pirates and they need to be clearly weaker than ulm so have no shield either....
I need to think of something for that .. though indies being weak isn't that much of a problem
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Last edited by Aezeal; August 31st, 2008 at 01:52 PM..
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