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Mod Conceptual Balance Mod 1.6 - .com.unity Forums
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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old December 31st, 2009, 07:41 AM

Festin Festin is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Jomon's problem is that they combine a lot of individual uninspiring elements and come up with something uninspiring on the whole, that then gets ganged or rushed to death.
Exactly. But it's not like they are not flexible - far from it. Rather, all these options sort of fail to combine into a coherent strategy.

I agree with Squirrelloid about the low-resource unit - it will only add another non-matching element to the whole mess.

Linked randoms look like a good idea.

Improving Sohei and making it recruitable anywhere can cause Jomon to become another generic bless nation, which is not very interesting. I would leave sacreds as they are, or slightly improve Sohei.

4 gp for Ashigaru is far too cheap. Weakest generic militia costs 5 gp, and Ashigaru are far superior in every way (morale 10, nice length 5 spear, decent armor for light infantry).

Other suggestions look good. I still think that 9 HP on ashigaru and samurai should be removed.

And it would be nice if Kappa spell provided some regular Kappas in addition to commander, so that it could be used to enter water. Currently, the spell is useless.
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