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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 29th, 2008, 07:28 PM

tombom tombom is offline
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Default Re: Conceptual Balance Mod 1.21

I'm almost certain that you've covered this before - and I'm not questioning your decision, because you're far better than me at this game - but what was the reasoning behind removing sacred from all Niefelheim's recruitables?
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  #2  
Old March 29th, 2008, 07:37 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.21

Here's the Niefelheim code.

--Niefelhiem EA

-Hurlers
#selectmonster 1305
#def 9
#end

-Niefel Giant
#selectmonster 845
#clearspec
#coldpower 1
#cold
#coldres 100
#fireres -50
#end

-Jotun Spearmen
#selectmonster 1303
#end

-Jotun Javelinist
#selectmonster 1304
#mor 13
#end

-Jotun Skin Shifters
#selectmonster 1310
#gcost 90
#end

-Jotun Herse
#selectmonster 1301
#gcost 50
#end


By using clearspec sacred and other abilities are removed. qm then puts cold immunity, fire weakness, coldpower and chill back,.. but the chill is 3 rather than 15, which is a huge difference. Also no sacred put back.

I'm not sure if this is intended or not. I doubt it is. I'd never realised how nerfed the niefels were in this cbm, anyway.
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  #3  
Old March 29th, 2008, 07:40 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Conceptual Balance Mod 1.21

Niefels without sacred is like pizza without cheese. Toast, basically.
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  #4  
Old March 29th, 2008, 07:42 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.21

Removing sacredness is most certainly not intended. I did intend to lower the chill, and it's unfortunate that it is not possible to set custom chill levels.
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Old April 9th, 2008, 02:37 PM

CUnknown CUnknown is offline
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Default Re: Conceptual Balance Mod 1.21

Something I just noticed as I'm about to start a CB 1.21 game as MA Ulm -- the Piercer item was changed to requiring 1 level in earth only to forge.

Maybe I am alone in thinking this is unbalanced..

The Piercer was one of my favorite missile weapon items in base game.. with this change.. I mean.. wow!!! I am loving it as Ulm, but I sort of feel bad for those who will perish utterly under a rain of Piercer fire.
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Old April 9th, 2008, 02:44 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.21

Well, I have yet to ever have something important die to a piercer (or any magic bow), but maybe I'm in the minority. Rest assured, if they start cropping up everywhere I'll take another look at them.
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Old April 9th, 2008, 03:30 PM

CUnknown CUnknown is offline
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Default Re: Conceptual Balance Mod 1.21

You are probably right that it won't make much of a difference for most races. But, you have removed the major barrier that prevented MA Ulm from mass producing them early on.

Now I will be able to mass produce them as soon as I get the research. Ulm will easily be able to get.. I dunno... 10-20 of them in their armies by turn 20-25. SCs and thugs without air shield will get shredded.

But maybe this is not such a bad thing. Ulm needed some help against SCs.
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