.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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old March 16th, 2009, 08:57 PM

VedalkenBear VedalkenBear is offline
Second Lieutenant
 
Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
VedalkenBear is on a distinguished road
Default Re: Nation - Lodum : Viral Death - version 0.39

A few observations so far.

All units have Disease cloud... but are not immune to them. While they all recuperate, and thus can get rid of the disease, this means that random units won't heal from a battle per normal, and the ability to use mercs is incredibly curtailed.

What's the rationale for giving the nation a 10-gem income? I see nothing so deficient so as to justify this.

Are Clams meant to provide an Astral income?

Re: the units, most of them have not enough strengths to counter their weaknesses. I like the sole missile troop (I didn't realize that they did poison damage at first), though perhaps giving them a bit more longevity might be better than the current design. I haven't tested the sacred trampler, but the cost is prohibitive for any sort of early game strategy. I assume it doesn't shrink like its pictured water elemental?

The best 'normal' unit seems to be, ironically, the 10g/14res guy, who is why you need to take Productivity with this nation, it seems. 12Prot, regenerating 6hp/turn, and with a pretty good Broadsword attack, he's at least worth the cost. I think the missile unit (mentioned above) is pretty overpriced for a 'fire and forget' use that then charge into melee and are in serious danger of dying.

The best commander seems to be... the incredibly cheap assassin? 40g (IIRC) for an Assassin with Fear, full slots IIRC, regeneration, and diseases the target if he gets in melee range for a turn without a save?

The mages seem fair... except that I think that the Necromancer is going to the inevitable prophet who (since Undead) should get the Unholy Priest Reanimation Perk that will make the early game much easier.

Anyway, these are my impressions so far.
Reply With Quote
 

Bookmarks

Tags
middle age, middle era, mod


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 08:46 PM.


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