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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 October 11th, 2007, 04:53 PM

thraveboy thraveboy is offline
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Default Re: Test Mod: New Crobuzon

Thanks for doing this. China Mieville is my favorite writer now and this is my favorite game, so a perfect match!
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  #2  
Old October 11th, 2007, 09:46 PM
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Default Re: Test Mod: New Crobuzon

Doesnt seem to be much interest.
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Old October 11th, 2007, 11:21 PM

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Default Re: Test Mod: New Crobuzon

Well the patch just came out and this is a mod nation after all. People generally don't seem that keen on them.

I still appreciate what you're doing Amos :]
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  #4  
Old October 12th, 2007, 12:27 AM
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Default Re: Test Mod: New Crobuzon

Main issues remaining with the mod:

- I think that, with too many important leaders to recruit and only one place to recruit them from, the Militia Commander will get lost and with him 2 whole units Added "sergeant" leader that can be recruited in other forts and summons the same two units ;

- Slake-moth vs blindness;

- Cactacae immunity to piercing weapons.

I would appreciate any suggestions.
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  #5  
Old October 14th, 2007, 03:33 AM
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Default Re: Test Mod: New Crobuzon

Version 0.03

- Added "Man-o'-war Rider"
- Fixed conflict with my other LE mods
- Did some reorganizing of unit recruitment (Colonials are non-capital now)
- Site "Perdido Street Station" now gives 30 res (was 20)
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  #6  
Old October 14th, 2007, 07:56 AM
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Default Re: Test Mod: New Crobuzon

- Commissar gained Inquisitor attribute
- Peacekeeper gained Tower Shield and Patrol(1) attribute
- Colonial Militia received Tower Shield (instead of Shield)
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  #7  
Old October 15th, 2007, 08:25 AM
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Default Re: Test Mod: New Crobuzon

Added "Shunn Rider".
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