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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 July 20th, 2008, 11:09 PM
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Default Re: Mod: Better Independents v2.0

no wait..

seriously im playing a game right now and in SOME provinces the miltia are 9k + 800 rec and the other units are normal priced

and in other provinces the militia are normal price and thje other units are 9k + 800 rec

im not kidding. am i doing somthing wrong? id really like to use this mod

edit: ok i checked the .dm
i guess certain units like militia and light infantry have different versions.. i wasnt even aware of this as i dont use those type of independents.

so i guess the militia is sometimes expensive and sometimes normal because there are two types and the one that is left unchanged is the one u recieve in events.

and i suppose its intentional that units like the light infantry with the javelin are left unchanged?
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Old July 21st, 2008, 04:07 AM
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Default Re: Mod: Better Independents v2.0

The light infantry with the javelin is left unchanged because it's a decent unit that can be useful. It is better than some similar national units (peltast for Arco, for example).

I would love to turn off that one militia type that is currently recruitable, but unfortunately that is impossible. There is an event that gives militia to a nation, so if I modded them to cost 9000 gold, they would have an upkeep of 600 each and getting 60 of those guys via event would mean instant bankruptcy.

The point of the mod is not to turn off all independents, but to leave the better, more useful units in the game. If they crappy ones are unavailable, the AI is more likely to recruit national troops instead of hordes of chaff.

I hope that helps.
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Old July 21st, 2008, 07:24 AM
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Default Re: Mod: Better Independents v2.0

yeah i played a game and the computer owned me

and yeah the reason i chose this over NI id because i think independents add alot of flavour

and it was soooooo cool to get my *** kicked by jotuns and goblins instead of kicking (more) militia and light infantry ***. the nations actually use their units. alot more fun heh.

also the ai is harder now. its still insanly stupid of course but now itll at least win when it does attack with 300+ units

it even taught me how insanely strong a horde of archers can be

anyways thanks for the mod its made SP alot more fun
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  #4  
Old July 21st, 2008, 07:26 AM

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Default Re: Mod: Better Independents v2.0

Fomoria still owns me every time I try to play with that mod in EA
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Old July 21st, 2008, 08:19 AM
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Default Re: Mod: Better Independents v2.0

Try playing against Hinnom...

Seriously, I ran into an AI Hinnom with mostly positive scales (including growth) and until I managed to crush his main armies, I was in serious trouble. The chariots were brutal. I was playing Abysia and it was the E9F6 Burning Ones and absolutely massive fireball spam that carried the day. If I'd had just one other nation attack me at the same time, I'd have been done for. And that was in an allied game.
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Old July 21st, 2008, 01:58 PM
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Default Re: Mod: Better Independents v2.0

This is a great mod and I use it all the time.

I have found that the AI seems to perform best when I set both gold and resources to 200 or higher. (I have not done all the increments or combinations below 200.)

What settings do you think work best?

Also I have changed the mod a little by returning all commanders to normal gold/resource costs.
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Old July 21st, 2008, 03:14 PM
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Default Re: Mod: Better Independents v2.0

I'm planning on updating it so that normal commanders will be normal price, but Horse Tribe Chief and Barbarian Chief will stay unavailable like their units. That way you can always recruit a commander wherever you can recruit units.
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