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July 1st, 2005, 12:33 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Thanked 221 Times in 46 Posts
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Re: new mod: nation balance mod
Quote:
Nerfix said:
Damage 10. An ordinary human unit has more.
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Ah, but it is armour negating. And, it is always combined with quickness.
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July 1st, 2005, 01:19 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: new mod: nation balance mod
Yes? So it's about effective as a low level evocation expect it can actually hit the target.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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July 1st, 2005, 01:25 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: new mod: nation balance mod
Nerfix, can't understand your position : FH is a *real* killer, even vs SCs ...
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July 1st, 2005, 02:31 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: new mod: nation balance mod
Does it autotarget the largest creatures?
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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July 1st, 2005, 07:28 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: new mod: nation balance mod
It probably does. Most spells like that (horror mark, curse, etc) do. Atlantis has fun time with it, as the Adepts are 60 gp Water 1 mages, and Atlantis gets them to lead provincial defense.
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July 1st, 2005, 07:36 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: new mod: nation balance mod
Well then. Those poor SC's, only able to wipe out armies themselves losing to a bunch of water mages.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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July 13th, 2005, 05:39 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: new mod: nation balance mod
version 1_6 uploaded in the first post.
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