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  #1  
Old November 1st, 2006, 09:59 AM
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Amos Amos is offline
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Default Angelic Crusade

Version 0.18

Turn off the "Chaos Wars" and the "Stygian Corruption" mods.
This nation has very good heroes, so you will want high Luck/Turmoil scales.
Attached Files
File Type: zip Crusade.zip (222.9 KB, 1594 views)

Last edited by Amos; September 1st, 2008 at 04:46 PM.. Reason: Prefix
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  #2  
Old November 1st, 2006, 10:19 AM

Shovah32 Shovah32 is offline
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Default Re: New Mod: Angelic Crusade

Very nice mod and graphics. A little powerful for my liking but still, it seems very nice (am playtesting now)
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  #3  
Old November 1st, 2006, 11:15 AM
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Default Re: New Mod: Angelic Crusade

This is my most balanced mod
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  #4  
Old November 1st, 2006, 12:11 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: New Mod: Angelic Crusade

It looks great!

Who do you balance to? If you balance against Ulm then add flying units then it will be out of balance. If you balance against all of the nations (my elites balance to ulm, my mages balance to arcos, my flyers balance to caelum) then it also will be out of balance. Keep in mind that Dominions doesnt balance nation to nation. They are rock-paper-scissors. A nation which has the best of everything wont balance. It has to have its good points and lacking points.
IMHO
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Old November 1st, 2006, 01:40 PM
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Default Re: New Mod: Angelic Crusade

Yuuhuu, a new mod form Amos

You should aim at adding a new age to dominions, the amos era

And it doesn't bother my that your mods are not balanced, I give them to the AI anyway for squeezing a bit more competition out of it.
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  #6  
Old November 1st, 2006, 05:03 PM
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Default Re: New Mod: Angelic Crusade

Tnx WraithLord

Gandalf I price with my own formula, but the pricing is preaty close to the game's. I give nation abbilities that I feel are thematic, I dont balance them against other nations. When I make a nation I dont even think about the balance.
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  #7  
Old November 1st, 2006, 05:51 PM

FrankTrollman FrankTrollman is offline
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Default Re: New Mod: Angelic Crusade

Well, balance on this thing is completely insane, but you knew that. I honestly have no idea why their leaders are so extremely close to free, that's just weird.

Anyway, one cannot help but notice that the unit graphics are consistently about 25%-50% larger than other units in the game of the same size. It ends up looking like the perspective is off in battles.

-Frank
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Old November 1st, 2006, 06:39 PM
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Default Re: New Mod: Angelic Crusade

What do you mean close to free? One of the mages is 155 the other is 200 and they've got very little magic. Compare Power Heavenly Avatar with 2 Astral 2 Holy for 155gp 49res to Abysian Warlock with 1 Astral 2 Blood 1 Random for 140gp 1res.

Quote:
Anyway, one cannot help but notice that the unit graphics are consistently about 25%-50% larger than other units in the game of the same size. It ends up looking like the perspective is off in battles.
Surly the units are not that big. This one is a tall human.
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Old November 1st, 2006, 06:42 PM
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Default Re: New Mod: Angelic Crusade

So far I think your mods are fantastic for creating interesting scenarios. You could go two different directions. Trying to make them balance as a nation for regular play, or continue along the line of making them an interesting scenario mod.

Once I get the random map generator going full tilt then you can start watching my site for an interesting map to pop up.
http://game.dom3minions.com/maps/
http://www.dom3minions.com/RandomMaps/X/00_index.jpg
http://www.dom2minions.com/~dominion...andomMaps.html

Then you could select the starting point. Like maybe a large multi-province island. Set the magic sites, local populations, alliances with other AIs, storyline of the map, the pretender and scales and magics, etc.
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  #10  
Old November 1st, 2006, 06:55 PM

FrankTrollman FrankTrollman is offline
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Default Re: New Mod: Angelic Crusade

Quote:

Surly the units are not that big. This one is a tall human.
No. They are totally huge. Militia seriously come up to these guys' armpits.

-Frank
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