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June 5th, 2008, 01:27 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Blast from the Past, Return of the Underkings
Quote:
Saulot said:
This whole problem arises from the axe and hammer problem. Axes are inferior, so everyone wonders, why use axes? If I improve the axes a bit, they'll be even more similar to hammers, so everyone wonders, why have both axes and hammers? If I improve axes a lot, everyone wonders, why use hammers?
Despite well thought out arguments presented thus far, I am still leaning for my original thinking (which is the easiest and cleanest solution), get rid of the hammer dwarf warrior, and so remove the side by side comparison and choice of axe and hammer.
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I like this solution. Dwarves use axes because it's thematic, not because it's effective. Although their small size compensates for the lowered attack.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 16th, 2008, 01:46 AM
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Corporal
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Join Date: Jul 2007
Location: New Castle, Delaware
Posts: 67
Thanks: 10
Thanked 0 Times in 0 Posts
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Re: Blast from the Past, Return of the Underkings
My really really late response to this mod... This is the first mod that I have noticed that has no mages for hire. What am I missing?
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June 16th, 2008, 02:46 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Blast from the Past, Return of the Underkings
A bug that removes magic picks when too many mods are enabled at the same time?
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June 16th, 2008, 11:26 AM
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Corporal
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Join Date: Jul 2007
Location: New Castle, Delaware
Posts: 67
Thanks: 10
Thanked 0 Times in 0 Posts
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Re: Blast from the Past, Return of the Underkings
Quote:
Endoperez said:
A bug that removes magic picks when too many mods are enabled at the same time?
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It occurs when Tomb Kings is enabled. The problem seems to be specific mod related because it does not occur when several other mods are active. 
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June 16th, 2008, 11:43 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Blast from the Past, Return of the Underkings
I don't know what causes it, but it's been reported as fixed in the progress page ( http://ulm.illwinter.com/dom3/dom3progress.html) and I managed to get a mod to work by disabling all mods except the one I wanted to try. It could be that Tomb Kings triggers it even if no other mods are enabled, and I don't know if you can do anything but wait for the next patch in that case.
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