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  #1  
Old January 20th, 2004, 05:15 AM
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Graeme Dice Graeme Dice is offline
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Default Re: new MOD:Elemental Kingdom

Quote:
Originally posted by void:
but i think it' ok:
1,only ONE commander can be recruit per round. you choose saga,then you needs to give up priest/army leader/battlemage as well
In the start of the game you don't need many commanders to move your troops, so sages are a real advantage, that nobody other than Ulm has the equivalent of in a drain 3 dominion.

Quote:
2,this race,with a rainbow gem-income "1A 1F 1W 1E 1N",worse than other nations at rituals,so a startup research bonus is unlikely to become too crazy
You are forgetting the site searching spells. With 2 in an elemental magic and a basic gem income in that path, you can find more sites very quickly.
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Old January 21st, 2004, 04:00 AM

void void is offline
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Default Re: new MOD:Elemental Kingdom

Description available.

Removed Library ^^
Put the scry site at the captial ^^""
Spirit cost * 150%
Start army reduced from 20 spirits to 8.

New Version here: (43,606 bytes)
Http://www.9z.net.cn/annie/element.0.93.zip

Thx Graeme Dice and Wauthan^^

To illwinter: JPG Banner here:
Http://www.9z.net.cn/annie/element.jpg


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Old January 21st, 2004, 06:13 PM

LordArioch LordArioch is offline
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Default Re: new MOD:Elemental Kingdom

Interesting mod there...reminds me of that mod I was planning to make with a nation for each element and appropriate mages and troop attacks.
For example: Fire (Abysia) would have very high level fire mages with a random pick somewhere and infantry with flame strike, fire breath, etc.
Blood magic gets life draining infantry.
Death gets diseasers and banefire, astral gets mind bLast and enslave mind...and so forth. Not sure what nature gets...sleep vines maybe.
I might make that sometime if I'm not lazy.
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