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February 17th, 2007, 03:04 AM
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Corporal
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Join Date: Jun 2006
Posts: 199
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Re: Kharam Dzu
Now of course this is my opinion
but these guys feel more like Goblins Than Dwarfs. You gotta use horde tatics and if anything big shows up expect to lose craploads. I dont see y Dwarfs couldnt be size 2 while not as tall as humans im sure they could make up for it in bulk. Hp in line with humans feels wrong. Dwarfs are supposed to be "tougher" .. And then late age and only 6 Protection :| Dwarfs die by the boatloads to shortbows and slings. Then Dwarfs using Falchions?!?!?!?!?
Have to agree with a guy above. Air Magic makes more sense then Death
Stil a fun mod and a nice change of pace.
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February 17th, 2007, 01:50 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Kharam Dzu
They're pirate dwarves, not warhammer or Lord of the rings dwarves. I like the fact that they're different too. Dominions is a game which tends to shy away from stereotypical fantasy nations.
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June 4th, 2007, 05:16 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Kharam Dzu
There are graphics for a very nice "cannon" unit, which doesn't seem to be in this mod yet. Any plans to add it?
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June 4th, 2007, 05:24 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Kharam Dzu
Even in LoTR, dwarves carried around swords a lot more than they did axes. Infact-I'm not sure-but I think that in the Hobbit, the dwarves all had swords, not an axe among them.
__________________
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June 4th, 2007, 07:07 PM
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Sergeant
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Join Date: Jan 2007
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Re: Kharam Dzu
You would be correct Honeybadger. I think the axes only came into play at the Battle of Five Armies...even then though, I dunno. Been too long since I last read The Hobbit.
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June 5th, 2007, 02:44 PM
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Corporal
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Join Date: Oct 2006
Posts: 167
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Re: Kharam Dzu
Awesome stuff.
A few of my thoughts, though I didn't play test the mod yet, but from what I see and read:
Falchions are good. Dwarves with short, heavy swords are not without precedence.
Some sort of 'dwarven marines' with a bit of heavier armour would not be a terrible idea.
Death magic makes sense to me. Pirates did a lot of killing and were very superstisious. A pirate necromancer would never be short on corpses.
How about a heavy crossbow/light ballista unit? Slow but heavy ballista operated by two dwarves.
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June 5th, 2007, 11:05 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Kharam Dzu
With a mod like this, it really is a shame that Dom 3 doesn't support naval battles
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