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

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  #1  
Old February 17th, 2007, 11:02 AM
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Default Re: New Mod: Blood Elves

I destroyed them, archers and all, on Large maps with both Trade Confederation and Nephilim Empire. Just use alot of heavy cavalry if you are playing against them.
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Old February 17th, 2007, 01:54 PM

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Default Re: New Mod: Blood Elves

Amos has said several times that they aren't balanced for use against vanilla nations - so give them a go against his other nations. Like the two he just mentioned.
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Old February 17th, 2007, 03:12 PM

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Default Re: New Mod: Blood Elves

ah well if hes not going for any balance then i guess my comments where pointless ;p
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Old February 17th, 2007, 04:49 PM
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Default Re: New Mod: Blood Elves

IMHO the best vanilla opponents against Blood Elves are Ulm and Caelum.
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Old February 20th, 2007, 03:26 PM
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Default Re: New Mod: Blood Elves

First time I've played with this mod. Very nice; I am enjoying it.

My only comments -
1) having the hamadryads generate earth gems seems a bit much to me (my opinion).
2) it would be nice to have a national ritual spell that capitalizes on the whole reforestation / blood thing.

Good work!
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Old February 20th, 2007, 09:35 PM
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Default Re: New Mod: Blood Elves

Quote:
1) having the hamadryads generate earth gems seems a bit much to me (my opinion).
Its nature gems. And only Hamadryads created from leaders produce them. As a solution I could dramatically lower the home province gem production. Although in none of my games as Blood Elves I had an unbalancing amounts of nature gems produced. Too few of my trees survive to produce them.

Quote:
2) it would be nice to have a national ritual spell that capitalizes on the whole reforestation / blood thing.
My head is in the Insectoid mod at the moment but if you have any ideas for the spell and if it doesn't clash with the concept I'll see about adding something like that.
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Old February 22nd, 2007, 01:56 PM
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Default Re: New Mod: Blood Elves

Well, after I played it a bit more, the nature gems - as you stated - didn't seem that unbalancing. Most of my hamadryads ended up located in remote provinces, which would require either setting up a laboratory, or some circuit-rider commanders to go around and "harvest" the "hamadryad fruit". Which seems to fit in well with your theme.

I *did* end up compensating by setting blood-hunters where hamadryads were, and building laboratories there when I could afford them. That way my Pretender could easily pool their gems/virgins whenever.

Quote:
My head is in the Insectoid mod at the moment but if you have any ideas for the spell and if it doesn't clash with the concept I'll see about adding something like that.
Oh, how about:
- "Hatred of the Trees" - forests in enemy territories grow, and cause increasing unrest.
- "Bitter Fruit" - enemy units in friendly domains have a chance of horrormarking. Perhaps only in forest territories.
- "Forests Reborn" - forests grow in friendly domain. (still haven't played around with spell modding; but I assume that changing province attributes isn't possible anyway).
- Bind lesser horror. My mages are attracting horrors like flies in my test game; what better horror defense than a few tame horrors as guardians?


I also thought it might be an interesting idea to have a "sister" nation to the blood elves that was underwater.

At any rate, fun mod!
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