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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 June 10th, 2008, 09:26 PM

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

Yes, it was the Horus one. I loved him, he's amazing. 120 hp, sacred, high prot even without equipment and some battle magic. Wow. I almost wonder if he might be too strong, but whatever the case his existence is a very strong argument for a luck scale. I also happened to have the tomb scorpion hero in that game. This mod has great heroes.

I like the idea of having the Buried recruitable everywhere because I never used them before and it makes them a lot more interesting as a bless chassis. If only this was an early age mod, they'd be the perfect counter to niefel giants....

I don't really think Asp Archers are overpowered, I compared them to sauromatia's androphag archers and they have same same precision, less health, the same bow, a bit more prot and are sacred for 5 more gold and resources each (and a temple). So they're a little harder to mass and only a little better if you don't have a decent death blessing. But I guess I haven't really seen how effective they are against other players so I could be a bit off the mark here.

I don't think the Immortals are underpowered. They're decent, solid units. And relatively cheap. I just wish there was a higher level spell to summon 2 or 3 at a time for the same gem cost per immortal. Possibly with a higher path requirement so not all of your tomb kings could cast it. The only thing I'm curious about with them is I'm pretty sure they have only 14 or 15 magic resist, and it seems that with all the powerful enchantments animating them that their mr should be higher than the base mr for the nation. Especially when tomb guard and buried have 16.

I haven't had a chance to summon the Ushabti Avatar yet. I even designed my pretender to be able to do it right off the bat but I didn't get enough research before I won my last game.

I suppose the Anubites are probably overpriced in comparison to Immortals as the main benefit is that you can use them everywhere and not feel like you're wasting their potential. Not too much though, as the Anubites are quite decent. I can't really say much about the other summons as I haven't used them recently.

Just as a general comment, it seems really weird that the asp archers are one of the highest prot units in the list.
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Old June 11th, 2008, 07:36 PM

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Default Re: Nation Mod - Tomb Kings - Released!

Yeah the immortals were a total pain in my Ogre *** during that duel. Most of the fighting was around his cap and we were both very short of gold, so having to fight the same really tough troops with more and more experience time and time again was not a whole lot of fun. The asp archers were far worse though - I just couldn't work out any counter to them. That's sort of an ogre thing though - plus my scraplaunchers were being ultra retarded and never seemed to actually aim at the right stuff.

Sorry I dropped out there btw llama. At first I put if off, then I forgot about it, then the computer with that copy of dom3 was out of action. Now I don't have the file any more.

We should play some more in the future, though it's 2-0 so far :[
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Old June 13th, 2008, 07:56 PM
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Default Re: Nation Mod - Tomb Kings - Released!

I really, really like the tomb scorpions. Great graphics, great for a Pretender, with the high Prot.

I'm a little surprised you didn't include the Bone Giant, though, as some sort of high priced recruitable. They'd be great to bulk up an army with, without worrying about losing a hero. I mean, as tough as these guys are on the offense, they are FRAGILE.

I didn't get a chance to try out Horus or the majority of the summons. but they look great!
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Old June 17th, 2008, 11:45 AM

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

A quick thought about the general ogreish lack of a counter to Asp Archers. I don't think it would be too unreasonable to give the ogres partial poison resistance. Largely because of the fluff for butchers and slaughtermasters, but I think if they rate 100 poison resist regular ogres could maybe rate 50? Not sure how much that would've helped though.
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Old June 17th, 2008, 12:17 PM

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Default Re: Nation Mod - Tomb Kings - Released!

Partial poison res never seems to work properly for me. I agree you could arguably give Ogres some poison res, but I don't want to make them too strong. I'll think about it though.
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Old June 17th, 2008, 01:43 PM
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Default Re: Nation Mod - Tomb Kings - Released!

Quote:
Sombre said:
Partial poison res never seems to work properly for me.
I think the poison damage units suffer is some percentual part of the original damage they took, and resistance lowers that initial amount. The effect ends up looking as if the resistance helps you overcome poison faster than another unit, relatively speaking. That, or I totally misremember the whole thing.
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Old July 12th, 2008, 12:42 AM

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

I was just wondering is the scorpion hero supposed to have no magic or priest ability? In the description it sounds like it should.
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