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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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Old May 26th, 2005, 01:07 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Infantry Balance Mod

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PDF said:
And I'm not sure the bypassing apply to the shield protection.
Lastly I don't find shield-bypassing missiles much rationalizable, unless they are rationalized as guided precision ammo !
The shield-negating projectiles I added (arbalest, boulder, and blowgun) are not "smart missiles," of course

Boulder: If a giant throws a boulder at you and you block it with a shield, you'll still die. Hence they negate shields.
Blowgun: Used from very close range, with a flat trajectory and short travel time, a blowgun user should be able to shoot at an exposed body part.
Arbalest: A thin wooden or leather shield might be pierced by an exceptionally powerful hand-held crossbow. So if you extrapolate to bigger, stronger Ulmians, and realize that it takes even them 3 turns to wind the crossbow, and maybe their weapons are forged by the clever magical Master Smiths who can get much more than the normal crossbow energy efficiency, and perhaps the bolts are tipped with Black Steel with superior density and penetration ability, it is reasonable to assume Ulmian arbalest bolts could pierce non-metallic shields and still do damage.

Certainly, none of the projectiles are laser-guided or anything
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Old May 26th, 2005, 01:55 PM

Kuritza_Dru Kuritza_Dru is offline
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Default Re: Infantry Balance Mod

How about making blowguns deal 1d2-1 points of an armor-negating damage + mild (or weak, or fatiquing) poison?
Historically, blowguns were only used with poisoned darts, otherwise they were as useless as... well, as they are in Dominions 2 now, maybe even worse.
Though I must say, I'm not impressed by poison in Dominions 2 (I've not been able to put it to good use, so I'm not even sure how it works).
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