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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 April 18th, 2007, 08:48 PM

normalphil normalphil is offline
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Default Re: New Mod: Law of the Commonwealth

I've played it and I like it, it's a good npc for me. I'm curious about why it was decided to place it in middle-era, though.
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  #2  
Old April 18th, 2007, 09:18 PM
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Default Re: New Mod: Law of the Commonwealth

I already have 4 nations in LE, the magic is too high and there is no LE armor in the mod.
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  #3  
Old April 25th, 2007, 02:28 AM
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Default Re: New Mod: Law of the Commonwealth

Fixed magicboost error.
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Old May 4th, 2007, 06:21 AM
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Default Re: New Mod: Law of the Commonwealth

Version 0.06

-Inventory fixed;
-Teacher, Messenger and the Book of Law lower unrest.
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Old November 23rd, 2007, 12:57 AM
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Default Re: New Mod: Law of the Commonwealth

There was a mistake in "Energy Shield". For some reason I put the value in protection instead of in parry (recent post reminded me to check). Fixed and uploaded.
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Old December 15th, 2007, 09:03 AM
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Default Re: New Mod: Law of the Commonwealth

Added new spell "Craft Turret". Tell me if it should cost more.
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  #7  
Old December 15th, 2007, 11:18 AM
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Default Re: New Mod: Law of the Commonwealth

Amos, are there more than 3 mods in the trade confederation arc? Do some of them replace others?

Which 3 are most current? Obviously this matters mainly for megamod purposes.
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