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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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 February 27th, 2010, 03:34 AM

kianduatha kianduatha is offline
Second Lieutenant
 
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
kianduatha is on a distinguished road
Default Re: Possible mod nation? - Kingdom of Angmar

Ooh, nice. You really get the sense that the Rhudaur Shaman is not very eager to be there.

As for the encumbrance thing, usually mounted guys just have a basic enc 2 higher than normal--so 5 base encumbrance would be just fine. You also may want to make the warg rider a bit 'stouter', as he looks thin in comparison with the other orcs.

If the Rhudaur Shaman doesn't have a research malus then this nation is in a better place than I thought--their main hurdle to getting thugging going is a complete lack of earth magic. Specifically, you can only forge shields if you get lucky with indies or get up to Const-6 for Lantern Shields.

All in all, looking great! I can't wait to play them.
Reply With Quote
 

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 01:15 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.