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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 5th, 2009, 12:41 PM
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hEad hEad is offline
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Default Re: Sombre's Mods

Quote:
Originally Posted by llamabeast View Post
I actually edited my above post to say more about the mod nation game I played in, while you were posting I think. No fights and name calling! (why should there be?)
You know, issues of balance that may of arisen.
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Old March 5th, 2009, 01:11 PM

rdonj rdonj is offline
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Default Re: Sombre's Mods

Well, the mods that were used were accepted as being reasonably balanced by the players beforehand. I tend to think that sombre's mod nations are just a little more powerful than the average nation, but the tomb kings are by no means weak. I did have the suspicion that the lizardmen might be a bit stronger than the others, but it didn't bother me. Honestly, the main reason me and sombre lost is we were trying to roleplay our nations a bit, and I didn't see any good way to back out of the war that made sense . So sombre and I battled it out while llama grew immensely powerful, and in the end we just didn't have the resources to defeat him.


Speaking of which, wasn't there supposed to be a sequel?
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