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  #21  
Old June 5th, 2007, 02:44 PM

CelestialGoblyn CelestialGoblyn is offline
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Default Re: Kharam Dzu

Awesome stuff.
A few of my thoughts, though I didn't play test the mod yet, but from what I see and read:

Falchions are good. Dwarves with short, heavy swords are not without precedence.
Some sort of 'dwarven marines' with a bit of heavier armour would not be a terrible idea.
Death magic makes sense to me. Pirates did a lot of killing and were very superstisious. A pirate necromancer would never be short on corpses.
How about a heavy crossbow/light ballista unit? Slow but heavy ballista operated by two dwarves.
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  #22  
Old June 5th, 2007, 11:05 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Kharam Dzu

With a mod like this, it really is a shame that Dom 3 doesn't support naval battles
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  #23  
Old June 5th, 2007, 11:10 PM

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Default Re: Kharam Dzu

It's still good fun taking it to the underwater filth of the world with teams of delvers and water mages.
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  #24  
Old June 5th, 2007, 11:13 PM
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Default Re: Kharam Dzu

From some of the descriptions, I thought the dwarves of Kharam Dzu *were* the filth of the world?

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  #25  
Old June 5th, 2007, 11:34 PM

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Default Re: Kharam Dzu

Well it takes filth to know filth, haharrr -rattles falchion-

I think this version of the mod has a couple of serious balance problems. I prefer my CBM version - pirates have mapmove 2 so they can actually use sailing, repeater crossbows aren't the only thing worth building etc.
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  #26  
Old June 29th, 2007, 04:06 PM
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Default Re: Kharam Dzu

This is an idea for a "Semi-random" province which incorporates Kharam Dzu:

"Amahr Du Balad-Durr" (umlaut above the last u)

In Dwarvish: "Towers of the Battle-Waite"

The province contains a massive fortress (fortified city)
and must be seiged to take it over.
It also contains a Great Gold Mine, a Great Iron Mine, and two Bronze Pillars.

Once the capital city and home of the Dwarven race, since the Dwarves took to the sea to pillage and plunder, the Amahr has been reduced significantly in political importance. However, the Dwarves have not forgotten their glorious past. The city is still lovingly maintained and cared for, as both a land-based Royal Court and as a hospital and hospice for aged and crippled veterans-including over a thousand longbeard soldiers who are simply too 'set in their ways' to venture out to sea-the Pirates take care of their own, and they consider this to be 'Home Sweet Home'.

It's guarded by 12 Crusher golems, 120 delvers, 360 dwarven repeater-crossbows, and fully 1200 longbeards, and led by 9 vice admirals and 1 Crusty Old Captain.

The vice-admirals are armed with:
Fire Bola, Robe of Etheriality, and Black Steel Helm.

The Crusty Old Captain is armed with a Shadow Brand, Jade Armor, Wraith Crown, Amulet of Rejuvenation, and Elixer of Life.

This province shows up in Late Era games-even ones in which Kharam Dzu isn't used. I'm not sure how it would work, exactly, but I think it would be a fun random.
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