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

 
 
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Old September 9th, 2011, 03:42 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod v1.9

Llama, I haven't had a chance to look over all the changes yet but want to say thank you for the forge bonuses for the glamour nations and for restoring blood as an option for Van. I think this release really helps keep some of the traditional strategies for these nations viable.

And the other changes for these nations are also fun. The price reduction on Vanherse is great - I will actually recruit these as research mages as they are now only 10 more gold than the indie mages I typically use to fuel Van's research. Price reductions on the troops are helpful and the low upkeep on the fay boars is interesting.

Also, making bean sidhe recruit everywhere is a big help to Eriu. And in my opinion makes them more fun to play. As much as I like the thugging aspect of the game, it's nice to have some other options. Really like this change.

I also like the changes to problematic blood spells like vampire lords. What do people think about the price/mechanics of onaqui? I'm not much of a fan of freespawn units (especially good units as opposed to chaff) and onaqui can generate huge numbers of beast bats. But, I've never actually fought a Mictlan player that was using them. Any experiences with this?

Regarding spell requirements (and my grudge against skratti ) what about making claws of koyktos, and maybe infernal prison as well, have a B4 F/W1 requirement? It just doesn't seem like these spells should be so easily castable by a recruit everywhere unit.
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