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Old September 16th, 2007, 03:40 AM

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Default Zepath Nation: Necropolis LA - Updated to 1.2

Updated to 1.2 - Now with 100% less fear and semi appropriate fort types.


In an ancient time, the fear of dark magic drove the judges of Necropolis to persecute and exile spell-casters. One of these, a crone called the Withered Witch, lay a curse upon the city before her expulsion from its lands. When the residents of Necropolis die their souls do no depart their bodies. Instead, the mind remains trapped within an animated decaying corpse. When the flesh at last falls away they yet remain as disembodied ghosts. The Necropolitains will live forever, unable to pass on to the next realm... tormented. That is unless their new god can gather the all power of the world and break the curse.


Necropolis is a theocratic city-state inhabited by a cursed people. When their bodies die their souls remain and animate the corpse. These everdying are known as purgators. Powerful ethereal wizards and semi-dead priests rule the City of the Everdying and command armies of living infantry and dead elites.

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This mod nation was originally made for Dominions 2 by Zepath. All I have done is updated it to work with dom3 and very slightly changed some values.

I will produce a CBM version of it at a later date, which will be rebalanced and further modified. As this version is basically the dom2 one adapted to dom3 I will not be updating it, save to fix any serious bugs.

It's attached.
Attached Files
File Type: zip 550105-Necropolis dom3 v1.2.zip (101.9 KB, 935 views)

Last edited by Edi; August 27th, 2008 at 01:57 PM.. Reason: Prefix
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  #2  
Old September 16th, 2007, 08:08 AM
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Default Re: Zepath Nation: Necropolis LA

Take away the dead things fear!! it's way too powerful!!

Whatever happened to lesser fear?
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Old September 16th, 2007, 09:00 AM
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Default Re: Zepath Nation: Necropolis LA

Morale, fear and such things were redone. Sermon of Courage increases morale instead of restoring lost morale, etc. The Fear change is part of this.
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Old September 16th, 2007, 09:20 AM

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Default Re: Zepath Nation: Necropolis LA

I'll test it shortly, and hopefully remember to post comments.
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Old September 16th, 2007, 11:25 AM

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Default Re: Zepath Nation: Necropolis LA

Any and all balance suggestions would be helpful for when I do the CBM rebalance. Fear will go unless it's on commanders/very expensive units.
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Old September 17th, 2007, 03:35 AM
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Default Re: Zepath Nation: Necropolis LA

Well you gotta get rid of the fear on the slain, and the ethereal soldiers, it's just way too good.
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Old September 17th, 2007, 04:55 AM

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Default Re: Zepath Nation: Necropolis LA

"Fear will go unless it's on commanders/very expensive units."
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Old September 17th, 2007, 05:36 AM
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Default Re: Zepath Nation: Necropolis LA

yeeah, I know I'm repeating myself, oh, also, I think the nation is ment to be a hot one, so needs a prefered temp adjust annd might wanna increase the armor values a little bit.
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Old September 17th, 2007, 06:38 AM
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Default Re: Zepath Nation: Necropolis LA

Is the absence of forts voluntary ? I added some from another mod, but maybe it overpowers them ?
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Old September 17th, 2007, 07:21 AM

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Default Re: Zepath Nation: Necropolis LA

They're a dom2 nation, so they never got forts. Guess they need some to be playable though and the heat scale makes sense, so I'll add those and update this tonight.

Balance changes like removal of fear and changes to armour values will come only in the CBM version.
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