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

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  #11  
Old August 9th, 2008, 02:06 AM
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Jazzepi Jazzepi is offline
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Default Re: Disband mod

I would just be wary to include a mod for spells that people might not have access to.

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  #12  
Old August 11th, 2008, 10:15 PM
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Default bringing back the AI issue...

I do have noticed a sore lack of AI hostile spellcasting. I´m concerned of the mod scrambling the AI´s ability to discern which spells to use (as in using all its casters to cast final sacrifice on you, instead of something that actually works)

For that matter: even Ermor middle shows a suspicious lack of undead units...

PD:I´m going to try making it just holy. Most nations dont have wizard-priests (I think, at least), so it should help with those.

Actually, it might still be problematic with Ermor, Pythium, and Mictlan.

Another idea I had was using some exotic path combination, AKA: one that no nation had by default (as in l00% probability). That way at least *some* of the spellcasters would be unable to cast that spell, and would cast others.

Last edited by Poopsi; August 11th, 2008 at 10:26 PM.. Reason: Postdata
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