.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #31  
Old December 18th, 2007, 02:15 AM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

Quote:
I think the alteration nationals should be construction.

The construction tree is too limiting in the spell placement.

Quote:
Several of these units could have a much higher MR (the sacreds, the Teacher of the Law.)

They have low mr on purpose. But I think I'll give them a +1.

Quote:
Yeah, give the heavy sword and shadow of the law an ice aegis (or crafted shield, if you wish).
I was struggling with the shield question. In the end I decided against giving them shields. You get most of them through province defense without recruiting. I'll think what to do about Shadow.
Reply With Quote
  #32  
Old December 18th, 2007, 02:44 AM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

Version 0.08

- New spell "Craft Citadel";
- Raised resource cost for Energy Shield;
- Warden got patrol bonus;
- Shadow got stealth bonus and +1 to def & mr;
- Elders and Teacher got +1 to mr.
Reply With Quote
  #33  
Old December 27th, 2007, 05:35 PM

Necroant Necroant is offline
Private
 
Join Date: Dec 2007
Location: dsfdsf
Posts: 7
Thanks: 1
Thanked 0 Times in 0 Posts
Necroant is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

Ships are too skilled in Astral. They can cast imprint soul, afair without boosters, and craft rings of sourcery(of wizardry too, if given a crystall coin/RoS). IMHO you need to lover their skill and requirements of "Wormhole" spell to 4 or even 3. Wormhole is national, so there's nothing too bad will hapen.
Reply With Quote
  #34  
Old December 28th, 2007, 08:18 AM

Necroant Necroant is offline
Private
 
Join Date: Dec 2007
Location: dsfdsf
Posts: 7
Thanks: 1
Thanked 0 Times in 0 Posts
Necroant is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

Played a bit more. Spotted that Book of law has Holy 1 and Sacred. This is strange - always thought that pretender can't be a priest of itself.
Reply With Quote
  #35  
Old December 28th, 2007, 08:53 AM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

I believe that in the current version, pretender/priests do not crash the game, but personally I avoid using them (either all of the pretenders should be priests, or none, is my feeling.)

I'm not 100% sure of this, though - do you sometimes still get the "no unholiness" error?
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #36  
Old December 28th, 2007, 09:24 AM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

Raised the "Craft Ship" cost to 50. There is no need to drastically change a unit if you can simply tweak its price.
As for holy magic, I'm of the opinion that most pretenders should have holy magic (unless the chassis is simply inappropriate for it). After much debate I've started to add the holy magic frugally in cases when I felt the pretender just couldnt do without.
Reply With Quote
  #37  
Old December 28th, 2007, 04:36 PM

Necroant Necroant is offline
Private
 
Join Date: Dec 2007
Location: dsfdsf
Posts: 7
Thanks: 1
Thanked 0 Times in 0 Posts
Necroant is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

Methinks holy magic on pretender is a stupidity. That will automaticaly cause the prophet to be 'more holy' than god itself. God is a GOD, not a priest, especially a weak priest.
The only way I see a holy magic on pretenders is an extra lvl of holy magic(holy5), restricted to gods only...

P.S. Raised a 'Craft Ship' price to 50 to. Removed holy magic from book's stats. Sorry
Reply With Quote
  #38  
Old January 28th, 2008, 11:18 PM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

Version 0.09

Gave all crafted units coldpower. There is a bug. The coldpower command doesnt work but gives the unit chill instead.
Reply With Quote
  #39  
Old February 9th, 2008, 12:17 AM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

Quote:
- Venus Flytrap is now a summon. Costs 1 nature gem? This unit really isn't that useful, and is pretty well useless if you have to recruit them (because once you're sieged, you can't!).

- Lowered price for "Craft Defense Form" spell to 1;
- Lowered price for "Craft Turret" spell to 3.
Reply With Quote
  #40  
Old February 10th, 2008, 02:56 AM
Velusion's Avatar

Velusion Velusion is offline
Colonel
 
Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
Velusion is on a distinguished road
Default Re: New Mod: Law of the Commonwealth

One Suggestion:

I'd give the most expense guys (410) a bit more access to Astral Magic. For a nation that has a 5S nation spell it sure has a hard time casting it.

I think this would also help DrP's observation and make them more attractive to recruit (I found I didn't really need them).

Great looking art and theme though. Seems pretty well balanced compared to vanilla.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:21 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.