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

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  #81  
Old February 8th, 2008, 01:48 AM
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Default Re: New Mod: Blood Elves

Okay, I'll start grabbing the current versions and working from those.

I should say - I'm aware of why you gave the Cav. animal. If I were going to include a mod that turned *all* Cav. animal (and/or a pikemen/longspears mod that gave pikemen animal awe) this is what I would do as well. However, barring such a mod, it's inconsistent for one nation to have animal on the cav and not others.

All of the Cavalry have stray black pixels around the tail of the horse. The Senshi have black pixels particularly around their right-hand weapons (which would be on our left looking at the pic,) the deceiever and the venus flytrap have them all over.
I think the storm lord has some on the bottom side of his weapon.

It's not a huge issue except with the flytrap, which has a positive halo.

I've got some comments and questions on your other mods which I'll send in a forum message.
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  #82  
Old February 8th, 2008, 02:17 AM
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Default Re: New Mod: Blood Elves

Tnx. I'm adding animalawe 3 to all the pikes because otherwise there is no point in having them in the mod. Units with long spears carry shields. Pikes usually get ignored when recruiting because units with shields are always superior. If you think its inconsistent feel free to remove this attribute in the Megamod.
I'll try to do the sprites and the Venus summoning spell today.
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  #83  
Old February 8th, 2008, 10:11 AM
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Default Re: New Mod: Blood Elves

- Alot of small sprite changes and corrections;
- Venus Flytrap can be summoned, instead of recruited, through the "Grow Venus Flytrap" spell.
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  #84  
Old February 9th, 2008, 03:31 AM
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Default Re: New Mod: Blood Elves

As per DrPraetorious suggestion:

- All Druids had their holy magic and price reduced;
- Fort was changed to Citadel with admin of 40;
- Arch Druid was given a random AWEB 25%.
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  #85  
Old February 10th, 2008, 04:56 AM
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Default Re: New Mod: Blood Elves

Quote:
Low capital admin should figure into unit costs, which are too high even for average admin.

DrPraetorious, that was intended to limit the numbers of the elves on the battlefield. They are not meant to have huge armies but small, highly effective ones.
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  #86  
Old February 10th, 2008, 01:18 PM
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Default Re: New Mod: Blood Elves

Ah, well, that's true - but in that case, they need better stats or something .

But that was a typo, I meant - low capital admin should figure into *mage* costs. The gold cost of units is actually pretty negligible for most nations, although not at all for this one.

I'm going to do a bit more testing and fiddling.
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  #87  
Old February 25th, 2008, 04:12 PM
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Default Re: New Mod: Blood Elves

Version 0.30

Lowered "Fey Assassin" HP by half and reduced his price.
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  #88  
Old February 26th, 2008, 12:38 PM
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Default Re: New Mod: Blood Elves

- Storm Lord got Air 3 and higher price;
- Crimson Commander replaced Storm Lord as a PD commander;
- Lord Militants sprite finally got a shadow.
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  #89  
Old March 8th, 2008, 11:13 PM
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Default Re: New Mod: Blood Elves

- Gave "Green Druid" springpower 3 and raised animalawe to 1;
- Added a new spell "Contact Goddess of Magic" (She is unique. She should be a heretic but i couldnt give her uniqueness and heretic at the same time).
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  #90  
Old July 30th, 2008, 05:24 AM
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Default Re: New Mod: Blood Elves

Version 0.31

Changed unit numbers to 2600-2630.
When the new patch comes out remind me to fix the Goddess of Magic.
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