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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 November 7th, 2007, 02:44 AM

rdonj rdonj is offline
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Default Re: Nation Mod - Tomb Kings - Released!

Yeah. I've only seen 2 warpfire throwers in two games against them. Tons of battlemages though. Towards the end they had a screaming bell casting wither bones and plenty of warlock engineers with dust to dust, so at least that's something.
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Old January 27th, 2008, 10:11 AM

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Default Re: Nation Mod - Tomb Kings - Released!

I was just wondering if anyone had played this recently, and had any comments. I've been neglecting it a little, but am up for adding stuff again now. I'm actually really keen to play Tomb Kings in MP as well - might organise it soon (once some of my 5(!) current games finish).
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  #3  
Old February 7th, 2008, 08:59 PM
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Default Re: Nation Mod - Tomb Kings - Released!

I've been playing and enjoying Tomb Kings. I'm kind of busy this week (and I got distracted last week by the patch / bogarus), but I think I'm going to get back to it, and do a short review of it either next week or the weekend after. Hope that helps.
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Old February 7th, 2008, 09:05 PM

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Default Re: Nation Mod - Tomb Kings - Released!

Cool, that would be very helpful.
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Old February 12th, 2008, 07:16 PM
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Default Re: Nation Mod - Tomb Kings - Released!

I had an idea for a Pretender: Living Curse.
immortal, dom 2, 1 death, 1 blood, 80 points for new path.
Fear 0 (plus bonus for death), 1 hp, att 25, def 15, prot 0. 1 attack-range 1 touch causes curse, decay, and weakness.
Casts Darkness at the beginning of battles. Causes unrest. Etherial, Flying, Stealth 25. move 3 battlemove 30. Blind. No slots. Cost: 125.

Shaped like a living cloud of darkness with a crimson center.

Description:
"For thousands of years the souls of unquiet dead have stood guard over the treasures of the Tomb Kings. That has been their only purpose, their only salvation and path to Paradise. That purpose has become their religion, and from the strength of their unending vigilance a malevolent entity has arisen. A cloud of sacred hatred and holy greed which has, over the centuries, gained a malevolent sentience, and now, out of a will to possess the very world around it, seeks to become a god. Death flies on swift wings!"
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Old February 12th, 2008, 07:23 PM
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Default Re: Nation Mod - Tomb Kings - Released!

Make it domstr 2, prot 0, and price it at 125.
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Old February 12th, 2008, 07:32 PM
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Default Re: Nation Mod - Tomb Kings - Released!

Done and done.
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Old March 27th, 2008, 06:44 PM
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Default Re: Nation Mod - Tomb Kings - Released!

That's very true. I was hoping that the high point cost and very low hp would allow such a Pretender to be used as the center of a different than vanilla strategy, rather than just increasing the power of the nation overmuch.

Maybe if the Living Curse were immobile? That would help protect against bless rushes in the early game, but delay the darkness power from becoming a major boost until Teleportation spells become accessible.
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