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October 12th, 2006, 10:11 AM
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Captain
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Re: New Mod: Blood Elves
Frostmourne27 read my previous post pls. I jumped page with this one.
Version 0.5
-Most of the units got Poison resistance
-Lord Militant got Immortality (there was no point in buying him before too many cheap commanders)
-Minor graphic change to Light
Going to post bugs at the beginning of the thread.
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October 12th, 2006, 07:55 PM
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Private
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Re: New Mod: Blood Elves
Wow, those units look amazing! I hope you get the kinks worked out of this mod because I would love to play it.
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He who fights monsters should look into it that he himself does not become a monster. When you gaze long into the Abyss, the Abyss also gazes into you.
--Friedrich Nietzche
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October 12th, 2006, 10:54 PM
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Sergeant
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Re: New Mod: Blood Elves
IIRC, you are correct about how to do it, but I think that in Dom2, even if you gave them the poison effect in the mod file, they never got it in game. However, you could take an exsisting weapon, change it (totally, if you wanted) and get a poisonned weapon that worked. That may have changed though.
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October 13th, 2006, 12:34 AM
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Captain
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Re: New Mod: Blood Elves
Added this version to the first post.
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October 14th, 2006, 03:18 PM
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Sergeant
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Re: New Mod: Blood Elves
I can't: my copy STILL hasn't arrived. Canada post is REALLY lazy.
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October 15th, 2006, 12:18 AM
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Private
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Re: New Mod: Blood Elves
I like these units. I think I found a bug though. The Vermillion Commander likes to charge right into the frey even when you set his orders to stay behind his troops. It's gotten to be where I have to place him on the far left side of the formation grid and pray most of the opposition is dead or dying before he runs in and gets himself killed.
Some more thoughts:
The Alfar Archers seem way too good for their cost. I'm still new to this game but I've never seen archers as accurate as these guys are. Not even close. Every single one of their arrows hits something. I usually play Early Age though so maybe archers are just better Late Age? I would still either give them weaker weapons or increase their cost.
And while I like the lore for the Grotesques and think their unit graphic is cool as all hell, I just don't see the point in buying them. Their attack skill is way low and their protection is too, so you almost never hit anything and are always getting hit by something. Maybe add trample?
I love all the different commanders though and some of the units are really cool, especially Prince of Many Faces. The lore is top-knotch as well. Thanks for putting this little beauty together. It inspires me to try and create a faction of my own.
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He who fights monsters should look into it that he himself does not become a monster. When you gaze long into the Abyss, the Abyss also gazes into you.
--Friedrich Nietzche
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October 15th, 2006, 12:51 AM
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Captain
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Re: New Mod: Blood Elves
Forts are in.
Thanks for the praise.
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The Alfar Archers seem way too good for their cost. I'm still new to this game but I've never seen archers as accurate as these guys are. Not even close. Every single one of their arrows hits something.
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They are elven archers after all. The bow is only good against lightly armored opponents. Should be useless against heavy armor. I'll play a few games and see if they are unbalanced (I havent been able to play a single game since I got Dom 3 because of the mods ).
Quote:
And while I like the lore for the Grotesques and think their unit graphic is cool as all hell, I just don't see the point in buying them. Their attack skill is way low and their protection is too, so you almost never hit anything and are always getting hit by something.
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Grotesques are intended for use against blood heavy nations that use a lot of demonic summons. Made Grotesques armor=19 (as intended but somehow I forgot about it. Tnx Talleyrand).
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I think I found a bug though. The Vermillion Commander likes to charge right into the frey even when you set his orders to stay behind his troops. It's gotten to be where I have to place him on the far left side of the formation grid and pray most of the opposition is dead or dying before he runs in and gets himself killed.
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Command him to Hold,Hold...Hold(or Cast Hold) then Fire Closest. I had no problem with him even with Heroic Quickness with 60 AP.
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October 15th, 2006, 12:31 PM
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Captain
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Re: New Mod: Blood Elves
Made bows:
-less dmg
-less accurate
-non magic (that one was a mistake before)
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October 15th, 2006, 02:19 PM
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Brigadier General
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Re: New Mod: Blood Elves
If you intent grotesques to be used vrs blood nations then they really need a boost since the blood summons people actually use (devils, fiends of darkness ect) have very nice defence.
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October 15th, 2006, 02:54 PM
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Captain
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Re: New Mod: Blood Elves
Grotesque fixed.
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