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  #1  
Old January 19th, 2004, 01:32 PM

void void is offline
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Default new MOD:Elemental Kingdom

spirit,fire/water/air/earth element,phoenix...
yap,a heroes3-like mod ^^

Elemental Kingdom (47,823 bytes):
http://www.9z.net.cn/annie/element.zip

screenshot: http://www.9z.net.cn/annie/storm.jpg
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  #2  
Old January 19th, 2004, 06:28 PM
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Wauthan Wauthan is offline
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Default Re: new MOD:Elemental Kingdom

I tried out your mod for some 30 turns. While it's a very interesting idea the HOMM3 conVersion doesn't seem to work as is. Elementals are simply way tougher creatures in this game and flattened the opposition. The Chimera and Basilisk units are overkill, being units that you'll have to be very lucky to get otherwise. Making them expensive is not really a solution since you can get a lot of money fast by pushing the Dominion scales.

The sage is too much as well, since it lets you push the drain scale to the max and still research as fast as Ulm. As is the scrying tower as a starting province. And then the etheral assassin... Just how are you going to stop these guys?

It was a cool mod to test though. Made me feel mighty.

My advice is to loose the assassin, the two highest tier elementals, the sage, the wisps, the chimera, the basilisk, the dwarf and the lobo atlantean. Push the remaining mages down to 2 picks of their element. Basicly butcher the whole mod.

Replace the lost units with human units instead. There are already a slew of elemental mages to be found in the game that could work well, even if you loose the HOMM3 touch completely.

Would be really nifty to have a mod for each element. Pretty tough that a straight HOMM3 conVersion doesn't seem to work here.

[ January 19, 2004, 19:47: Message edited by: Wauthan ]
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Old January 20th, 2004, 04:00 AM

void void is offline
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Default Re: new MOD:Elemental Kingdom

Thanks for your advice ^^

Cant make them "Capital Only" in this Version,otherwise could limit units abuse by great resource-cost..

Does the Eth Assassin much better than the R'lyeh paralyze one? Not test yet...(juz got a free one when playing Ulm,felt funny and put it in ^^")

Library,considing about the "Gem income=1", doesnt it negates the research bonus?

Lobo one...i need a weak Magic-Being Leader w/o magic skill ^^

A weakened mod here: (42,625 bytes)
http://www.9z.net.cn/annie/element2.zip

Removed L5 Elements,wisps,chimera,basilisk,dwarf and the scry-window,rised the stalker rcost to 95,reduced mage ele-picks to 2.
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  #4  
Old January 20th, 2004, 04:25 AM
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Graeme Dice Graeme Dice is offline
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Default Re: new MOD:Elemental Kingdom

Quote:
Originally posted by void:
Library,considing about the "Gem income=1", doesnt it negates the research bonus?
The research bonus is inherent to the sages, not the library.
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  #5  
Old January 20th, 2004, 04:43 AM

void void is offline
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Default Re: new MOD:Elemental Kingdom

Quote:
Originally posted by Graeme Dice:
The research bonus is inherent to the sages, not the library.
i put a library in the capital as a magic site, wauthan felt that it's overpowered...
Quote:
The sage is too much as well, since it lets you push the drain scale to the max and still research as fast as Ulm
but i think it' ok:
1,only ONE commander can be recruit per round. you choose saga,then you needs to give up priest/army leader/battlemage as well
2,this race,with a rainbow gem-income "1A 1F 1W 1E 1N",worse than other nations at rituals,so a startup research bonus is unlikely to become too crazy
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  #6  
Old January 20th, 2004, 05:15 AM
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Graeme Dice Graeme Dice is offline
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Default Re: new MOD:Elemental Kingdom

Quote:
Originally posted by void:
but i think it' ok:
1,only ONE commander can be recruit per round. you choose saga,then you needs to give up priest/army leader/battlemage as well
In the start of the game you don't need many commanders to move your troops, so sages are a real advantage, that nobody other than Ulm has the equivalent of in a drain 3 dominion.

Quote:
2,this race,with a rainbow gem-income "1A 1F 1W 1E 1N",worse than other nations at rituals,so a startup research bonus is unlikely to become too crazy
You are forgetting the site searching spells. With 2 in an elemental magic and a basic gem income in that path, you can find more sites very quickly.
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  #7  
Old January 21st, 2004, 04:00 AM

void void is offline
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Default Re: new MOD:Elemental Kingdom

Description available.

Removed Library ^^
Put the scry site at the captial ^^""
Spirit cost * 150%
Start army reduced from 20 spirits to 8.

New Version here: (43,606 bytes)
Http://www.9z.net.cn/annie/element.0.93.zip

Thx Graeme Dice and Wauthan^^

To illwinter: JPG Banner here:
Http://www.9z.net.cn/annie/element.jpg


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  #8  
Old January 21st, 2004, 06:13 PM

LordArioch LordArioch is offline
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Default Re: new MOD:Elemental Kingdom

Interesting mod there...reminds me of that mod I was planning to make with a nation for each element and appropriate mages and troop attacks.
For example: Fire (Abysia) would have very high level fire mages with a random pick somewhere and infantry with flame strike, fire breath, etc.
Blood magic gets life draining infantry.
Death gets diseasers and banefire, astral gets mind bLast and enslave mind...and so forth. Not sure what nature gets...sleep vines maybe.
I might make that sometime if I'm not lazy.
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