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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 August 18th, 2009, 02:33 PM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

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Originally Posted by Sombre View Post
umbrals would still be rather overpowered and would reduce the realistic options for the nation by virtue of their power. I think other elements of EA Aggy should be strengthened instead.

Umbrals are a bit like tarts or jaguar fiends in that they're just crazy cheap for what they do.
WHAT realistic options for Agartha? They *have* none.

Regarding umbrals: They are not crazy cheap. You get *one* per summoning. And it takes a mage action to do so. And then you have to Gift of Reason them to thug them.

Never mind that you have no viable nature pretenders - so getting a nature path is painful on top of your high cost, high resource units.

Plus you are *well* into mid game before you get access to umbrals, as regardless of how much you might wish it you have other research priorities.

More or less awake pretender is required to survice. Good scales are required for units - and you have mediocre mage paths.
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Old August 19th, 2009, 04:00 AM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.5

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Originally Posted by chrispedersen View Post
WHAT realistic options for Agartha? They *have* none.
That's my point. Boosting umbrals again only makes this worse.

The fact you only get one doesn't make that much difference to LA Aggy for instance (which is plenty strong) - they're harder to mass but they're so cheap for how good they are that using your resources to do other stuff becomes a bit pointless. By moving them up in research it's much harder to rush to them and the hope is that it encourages other options. Now I personally think the other options need a boost, which is the whole point. With vanilla umbrals you hardly want to try anything else.
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