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  #21  
Old May 10th, 2006, 01:45 AM

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Default Re: DOM III Speculation

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  #22  
Old May 10th, 2006, 12:31 PM
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Default Re: DOM III Speculation

Wrathful Skies and Wind Ride have been altered, and this could lead to somewhat drastic changes. Could.

There is partial lifedrain now. Hmmm. *shifty shifty*

There seem to be some sort of mictlanish independents too (toad and jaguar tribes).

Caelum has gone through a bit of zoroaster-fying with Yazata and such.

Maybe there are even more minor blesses, or then the starting fear effect for death got just changed.

Labs are more costly. Maybe less mages around.
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  #23  
Old May 10th, 2006, 02:00 PM
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Default Re: DOM III Speculation

Just some speculative blabbering:

If the economy is relatively similar and not inflated vs Dom2, the more-expensive labs and temples will emphasize the importance of defending provinces. Which is a good thing. Perhaps people will begin building castles before even thinking about labs and temples? How good will castles be? Will we see a ridiculous number of watchtowers, or will the more expensive castles be worth it now that there are expensive assets behind them?
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  #24  
Old May 10th, 2006, 02:58 PM
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Default Re: DOM III Speculation

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Morkilus said:
Just some speculative blabbering:

If the economy is relatively similar and not inflated vs Dom2, the more-expensive labs and temples will emphasize the importance of defending provinces. Which is a good thing. Perhaps people will begin building castles before even thinking about labs and temples? How good will castles be? Will we see a ridiculous number of watchtowers, or will the more expensive castles be worth it now that there are expensive assets behind them?
My guess is that if labs and temples have increased in price then castles have probably increased in price even more. I estimate the cheapest castles costing around 750... just my guess.
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  #25  
Old May 10th, 2006, 03:01 PM
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Default Re: DOM III Speculation

The higher prices might also have made room for abit more variance. Letting certain nations have an advantage in price for certain structures like in Dom2
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  #26  
Old May 11th, 2006, 05:24 AM
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Default Re: DOM III Speculation

I think there will be more money, supplies and resources floating around compared to Dominions II.

EDIT:

Vampires are no longer ethereal. I think they were quite popular summons in Dominions II. Hmmm'e.
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  #27  
Old May 11th, 2006, 11:19 AM
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Default Re: DOM III Speculation

I don't recall vampires being that impressive in DOM-II. Wonder why they got nerfed...
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  #28  
Old May 11th, 2006, 11:25 AM
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Default Re: DOM III Speculation

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WraithLord said:
I don't recall vampires being that impressive in DOM-II. Wonder why they got nerfed...
Vampire Queen was pretty impressive. I'm not that sure about the regular vampires, but the change also makes Black Forest Vampire Counts less abusable.
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  #29  
Old May 11th, 2006, 11:44 AM
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Default Re: DOM III Speculation

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Endoperez said:
Vampire Queen was pretty impressive. I'm not that sure about the regular vampires, but the change also makes Black Forest Vampire Counts less abusable.
There was nothing to abuse there, since they don't start with any armour, don't have the stats to avoid being hit, and black forest Ulm can't give them enough armour to keep them from dying in two turns to light infantry.
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  #30  
Old May 11th, 2006, 11:48 AM
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Default Re: DOM III Speculation

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Graeme Dice said:
There was nothing to abuse there, since they don't start with any armour, don't have the stats to avoid being hit, and black forest Ulm can't give them enough armour to keep them from dying in two turns to light infantry.
Interesting. I had thought they were what raised Black Forest above base/Iron Faith themes in usefulness. I didn't think Astral, Blood and Nature would be more powerful than Earth 2 Fire 1 and a forge bonus, and the units were worse except for the stealthy crossbowmen (Rangers?).

What makes Black Forest better than base Ulm? Or, lets put it this way, what makes base Ulm even worse than Black Forest?
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