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

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  #1  
Old February 8th, 2006, 06:08 PM

shovah shovah is offline
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Default Re: New Mod: Halls of the Underkings

in the table top its basically the living units i said, commander by vampire counts, thralls, necromancers (human and vampire) and the ocasional different commander.
theres also banshees (in very limited numbers) and spirit hosts (basically a bunch of etheral guys again in small numbers) summoning wouldnt really suit as most things are/were alive (eg vamps and necros) or are reanimated for free (hence death magic for battle raising and unholy for making real armies)
they have a core of lumbering undead made from skeletons and zombies (skeletons would be like those in game but i would say zombies should be more easily reanimated but around defence 2 attack 4) and reanimating ghouls fit as undead use ghouls.

a fitting commander would be the starter of one of the 5 bloodlines, and it would certainly make for an interesting race (quite like base ermor but with more combat suited leaders)
and no i havnt been able to get the mods working, maybe some-one could attach them to a post instead of you and i could try (ive kind of given up)
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  #2  
Old February 10th, 2006, 05:26 PM
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Default Re: New Mod: Halls of the Underkings

Quote:
shovah said:
and no i havnt been able to get the mods working, maybe some-one could attach them to a post instead of you and i could try (ive kind of given up)
Try this. This is rar instead of zip. Maybe it will work for you. Dont forget to decompress in Dominions2/mods folder with folder structure intact.
Attached Files
File Type: rar 405297-dom2mod_underkings.rar (237.4 KB, 732 views)
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  #3  
Old February 10th, 2006, 06:23 PM

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Default Re: New Mod: Halls of the Underkings

daynarr i love you! halls of the underkings is now officially up and running
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Old February 10th, 2006, 06:57 PM
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Default Re: New Mod: Halls of the Underkings

Glad to be of assistance.
Still have no idea why you had problems in the first place, though.
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Old February 10th, 2006, 07:05 PM

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Default Re: New Mod: Halls of the Underkings

yea, same here. and would just like to congradulate zepath on a great mod, it seems like what ulm wants to be when it grows up (and i love me fire bola, boots of strength and gurdle of might under kings with massed hurlers and ballistaes) and i cant seem to find anything explotable unlike alot of other mods ive tried (which spoils it imo)

edit: one comment would be berserk +10 on woad raiders seems a little high, while its fun and makes them easy to kill it slaughters jotuns (even neifel jotuns, which ive just tested)

ps: daynarr, do you want to attach the other mods in their respective threads to one of your posts?
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Old March 5th, 2006, 06:00 PM
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Default Re: New Mod: Halls of the Underkings

Impressive mod. I like it a lot (didn't have time to play much).

Dom2 mods will be almost compatible with dom3. You will probably need to change some stuff to make them work, but basically it will be the same.
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  #7  
Old March 6th, 2006, 03:26 PM

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Default Re: New Mod: Halls of the Underkings

maybe stuff like changiong unit numbers ect? and i agree its a good mod (and any guys that survive their first hit and get that +10 berserk... priceless)
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