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Sign of the Hammer - A Warhammer Mod Game. Game on! - .com.unity Forums
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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Multiplayer and AARs

 
 
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Old September 22nd, 2009, 11:47 AM

Sombre Sombre is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Quote:
Originally Posted by Squirrelloid View Post
It might be the settings we're using, but with NI i'd love 1g scouts and 20g commanders. I do think its a big deal since there aren't independents available, and you're going to want to shuttle units around.

Also, glamour and can't be found stealth are substantial advantages that other nations don't have on their scouts. This is magnified with NI because scouts are harder to replace.
Itza is supposed to have a very good scout. They are tiny perfectly camoflaged creatures specifically engineered and spawned for that purpose by the Old Ones, after all. So it's a national advantage. I just don't think it's a major balance concern. I plan to have scouts at 1gp in all my mods (as long as they aren't a thug or something) regardless of their ability. Ogre Kingdoms has its gnoblar trapper at 1gp. Skaven,.. not sure if I updated them recently enough.

Quote:
Critical mass of stegadons is like 2. 1 is often acceptable. (Tested)
Critical mass to do what? Take an indy on 5? If they did so unsupported without casualties or afflictions that would make them good for expansion, but it isn't all there is to balance.

Quote:
People are downplaying magic weapons in this context, but they were such a big deal for TNN when the topic of their sacreds came up on the IRC channel... Make up your minds - are magic weapons good or just a minor advantage?
I don't know who people are. I don't consider magic weapons on regular troops a massive deal. It's certainly very nice to have on PD though and it's another national advantage. I did consider it when balancing.
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