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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 January 30th, 2009, 01:35 PM
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whiplashomega whiplashomega is offline
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Default Re: Nation mod: Harabatia: Rise of the Raptors

Another new version 0.8, with three new heroes. This will be it until I have some play testing results (mine or others) to go off of.
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Europe map based on HOI2 with 700+ provinces
http://forum.shrapnelgames.com/showthread.php?t=41788
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Old March 5th, 2009, 06:34 PM
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Default Re: Nation mod: Harabatia: Rise of the Raptors

Been a while since my last update, but I decided to put a little work in today and rebalanced the magic capabilities, making Harabatia less overpowered, though still perhaps overpowered. Many thanks to DrPraetorious magic skill balancing guide, which I used for the purpose. Details of exact changes below.
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Check out my Nation mod, Harabatia, Rise of the Raptors
http://forum.shrapnelgames.com/showthread.php?t=42716
Europe map based on HOI2 with 700+ provinces
http://forum.shrapnelgames.com/showthread.php?t=41788
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Old March 6th, 2009, 04:50 PM
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whiplashomega whiplashomega is offline
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Default Re: Nation mod: Harabatia: Rise of the Raptors

Another quick revision, and like 0.8 probably the last for awhile, worked on unit strength/cost balance for recruitables. Most of the elite units had their cost increased, including the risen Yasads(were 30 gold, now 50, also cost more resources), Wingless Ravens(were 15, now 17 gold), Ogre Bulls(were 30, now 40) and Ogre Ironguts(were 35, now 50).
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File Type: zip Harabatia0.95.zip (63.8 KB, 117 views)
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Check out my Nation mod, Harabatia, Rise of the Raptors
http://forum.shrapnelgames.com/showthread.php?t=42716
Europe map based on HOI2 with 700+ provinces
http://forum.shrapnelgames.com/showthread.php?t=41788
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