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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #91  
Old December 30th, 2007, 09:05 PM

Zeldor Zeldor is offline
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Default Re: Conceptual Balance Mod (and summary file) 1.

I have checked the rar file and files there are the same that I have and they work. Do not forget to unpack it into /mod folder
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  #92  
Old January 1st, 2008, 04:22 PM
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Default Re: Conceptual Balance Mod (and summary file) 1.

The mod works for me. Thanks a bunch, Agrajag!
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  #93  
Old January 2nd, 2008, 07:25 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Gives me a "Bad #selectarmor command" -error :S

I can run the CBM complete from there but not the individual ones. Btw I noticed nothing changed, how do I know the CBM complete is in effect? I can see the mod on my right side of screen but im still not sure its affecting anything.
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  #94  
Old January 3rd, 2008, 01:40 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Quote:
Sombre said:
Summon Morrigan - 1 / 4 - D2A1, RL6 - Like the Umbral (for EA and MA Agartha anyway) the Morrigan is rather hard to mass because the recruitables capable of casting it are all cap only. I therefore suggest a change to 3 / 10 or 12. Badass troops though.
[...]
Summon Umbral - 1 / 2 - D1E1, RL5 - Same as the EA Agartha spell. Like EA, MA Agartha has problems massing these.

Small correction here, 25% of EA Agartha's Earth Readers (recruitable everywhere) can summon Umbrals. Which is quite enough to mass them easily in midgame.
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  #95  
Old January 3rd, 2008, 02:19 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Ah, thanks. You're quite right.

I stand by my suggestions for the spell though.
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  #96  
Old January 3rd, 2008, 10:48 AM
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Default Re: Conceptual Balance Mod (and summary file) 1.

Quote:
Sombre said:
Summon Jade Serpent - 1 / 5 - RL4, W2 - Hey, this new summon is pretty cool. It's amphibious, has standard 10 and a really nice bite. I'd suggest 12 AP instead of 10, size 5 instead of 6 (compare it with hydra), def 11 instead of 9. The fact that it has 15 mr is a bit puzzling, most animals have 5. If you feel generous it could be 1 / 4.

I just ran into a few MA Mictlan Jade Serpents in an SP game, and they did a decent job of elephant traffic management. Yay for the AI!

EA/LA Mictlan don't care so much because they have Vines already, but these nice new Jade Serpents do a pretty nice job of elephant blocking for MA Mictlan that would be lost if their size is dropped from 6 to 5.
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  #97  
Old January 3rd, 2008, 11:13 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Well in terms of blocking a size 5 unit does pretty well against size 6 trample anyway. I'd put my money on size 5 jade serpents vs elephants, since the serpents would almost certainly carry a bless.
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  #98  
Old January 3rd, 2008, 12:39 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Being size 5 against elephants is still pretty disastrous. I can't remember how the damage depends on size difference, but it's not a very strong size dependence, so even size 5 units will take quite a bashing. Good point about the bless though.
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  #99  
Old January 3rd, 2008, 12:47 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

So maybe make them big and strong and take bless away?
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  #100  
Old January 3rd, 2008, 12:52 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Just going by the graphic, hitpoints etc I really don't think they should be size 6. Bless also makes perfect sense for them. I think all of micts summons are sacred.

Anyway, it's not exactly a major issue. If people prefer them at size 6 I guess that's fine :]
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