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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 March 3rd, 2008, 08:52 AM

Kuritza Kuritza is offline
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Default Re: Conceptual Balance Mod 1.21

Tell that to mictlan and marverni, who were losing their expensive druids and capitol-only priests of whatever (sometimes with magic boosters for forging or sanguine rods for hunting) each turn to my Wild Hunt. Did it suck? For them, probably. Mictlan lost without even giving me a single fight - with Wild hunt, constant Earth attacks and ghost raiders I denied him blood hunting.
As for carrion woods, it DOUBLES Pangaea's already endless hordes of chaff, making them even more capable of dealing with thugs and armored guys.
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Old March 3rd, 2008, 11:46 AM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.21

You could have inflicted far more damage using the gems/global slot/mage time/research elsewhere, is my feeling. If I had wild hunt cast against me I'd mostly ignore it, maybe toss some bodyguards on some high loss commanders.

I'm not very experienced with Carrion Woods but to me it seems like a weaker version of the non national spell. Haunted Woods is it?
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Old March 3rd, 2008, 03:40 PM

Kuritza Kuritza is offline
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Default Re: Conceptual Balance Mod 1.21

I could?
Well, would you ignore the fact 2-3 of your 400-gold mages die each turn? Seems to be a sure way to sound defeat if you ask me. And I needed that research anyway, for ghost raiders. Now for the gems invested, you tell me what would be a better investment, seeing how this spell was killing several expensive mages each turn.
Carrion woods, AFAIK, turn each killed maenad into a manikin with sleep wines. One of my friends was playing against a Pangaea with this enchantment up - maenads were killing his Tartarians. Is that not good enough? Now imagine that on turn 10, when you have no Tartarians.
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Old March 3rd, 2008, 04:00 PM
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Default Re: Conceptual Balance Mod 1.21

Aren't you confusing Carrion Woods with Haunted Forest?
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Old March 3rd, 2008, 04:17 PM
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Default Re: Conceptual Balance Mod 1.21

Carrion Woods creates the nation-spesific animal-manikin. It turns Pangaea into Ermor-lite, with dominion transforming population into freespawn.
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Old March 4th, 2008, 01:13 AM

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Default Re: Conceptual Balance Mod 1.21

In my 'question Of balance' game I created a pretender build in order to cast Carrion Woods. Doing so is pricy. Not only do you need a Prentender that has both nature and death, you need a high dominion, and a life scale in order to make the spell effective. In order to make this build, I had to give up blessed centaurs. But we will see if the spell is overpowered at level 0 or not. But at level 0 it does make Pangaea a lot more interesting to play.
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Old March 4th, 2008, 05:25 AM

Kuritza Kuritza is offline
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Default Re: Conceptual Balance Mod 1.21

Oh yes, no doubt it does. Ghost raiders at level 0 would also make Helheim and CTis a lot more interesting to play.
P.S.
My own pretender has death and nature, and very good scales. I fail to see the 'sacrifice'.
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