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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 July 14th, 2007, 02:53 PM
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Default Re: Conceptual Balance Mod (and summary file) 1.

yah =D
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  #2  
Old July 17th, 2007, 02:14 PM
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Default Re: Conceptual Balance Mod (and summary file) 1.

Celestial Masters don't have holy magic in cb?
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  #3  
Old July 17th, 2007, 03:56 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Small bug/oversight, should be fixed next version.
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Old August 11th, 2007, 01:47 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Got another bug with tienchi qm - are you on a mission to mess with them or what?

Anyway, with EA Tienchi, when you tried to edit the Celestial Master, you gave the unit id in the dm as 1544, which is actually the unit id of the Warrior OTFE. Consequently the Warrior OTFE is now old (because of the magic paths) and the Celestial Master is unchanged.

Here's the code for the two units in question.

-Warrior of the Five Elements
#selectmonster 1544
#gcost 30
#end

-Celestial Master
#selectmonster 1544 --- THIS SHOULD BE 941
#clearmagic
#custommagic 2816 100
#custommagic 2816 50
#custommagic 13440 100
#magicskill 0 1
#magicskill 1 1
#magicskill 2 2
#magicskill 4 1
#end
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Old August 11th, 2007, 02:12 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Oh and should EA Vanheim dwarves have a forge bonus? They don't currently in cbm or vanilla, but the description sure suggests they should, all balance aside.
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  #6  
Old August 11th, 2007, 06:44 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod (and summary file) 1.

Dwarves forge things finely, not cheaply, at least that was KO's explanation as I recall.
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