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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 9th, 2008, 03:31 AM
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Default Re: New Mod: Blood Elves

As per DrPraetorious suggestion:

- All Druids had their holy magic and price reduced;
- Fort was changed to Citadel with admin of 40;
- Arch Druid was given a random AWEB 25%.
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Old February 10th, 2008, 04:56 AM
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Default Re: New Mod: Blood Elves

Quote:
Low capital admin should figure into unit costs, which are too high even for average admin.

DrPraetorious, that was intended to limit the numbers of the elves on the battlefield. They are not meant to have huge armies but small, highly effective ones.
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Old February 10th, 2008, 01:18 PM
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Default Re: New Mod: Blood Elves

Ah, well, that's true - but in that case, they need better stats or something .

But that was a typo, I meant - low capital admin should figure into *mage* costs. The gold cost of units is actually pretty negligible for most nations, although not at all for this one.

I'm going to do a bit more testing and fiddling.
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Old February 25th, 2008, 04:12 PM
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Default Re: New Mod: Blood Elves

Version 0.30

Lowered "Fey Assassin" HP by half and reduced his price.
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Old February 26th, 2008, 12:38 PM
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Default Re: New Mod: Blood Elves

- Storm Lord got Air 3 and higher price;
- Crimson Commander replaced Storm Lord as a PD commander;
- Lord Militants sprite finally got a shadow.
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Old March 8th, 2008, 11:13 PM
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Default Re: New Mod: Blood Elves

- Gave "Green Druid" springpower 3 and raised animalawe to 1;
- Added a new spell "Contact Goddess of Magic" (She is unique. She should be a heretic but i couldnt give her uniqueness and heretic at the same time).
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Old July 30th, 2008, 05:24 AM
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Default Re: New Mod: Blood Elves

Version 0.31

Changed unit numbers to 2600-2630.
When the new patch comes out remind me to fix the Goddess of Magic.
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