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

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  #31  
Old December 12th, 2006, 03:45 PM
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Default Re: Mod: Stigian Corruption

No, I was just responding to some reports that national summons are impossible. Never mind...
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  #32  
Old February 14th, 2007, 08:46 PM
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Default Re: Mod: Stigian Corruption

Version 0.21

-Made bonded summonable
-Changed some sprites
-Other minor changes
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  #33  
Old February 17th, 2007, 03:11 AM
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Default Re: Mod: Stigian Corruption

Version 0.23

Mater Mundi summons 2 enforcers; Lord Arbiter summons 3 pikes; Despoiler summons 5 undead.
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  #34  
Old February 28th, 2007, 03:52 AM
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Default Re: Mod: Stigian Corruption

Gave the "Pathwalker" four hands (he had two). He has 4 in "Nephilim" mod but I forgot to change that in "Stigian Corruption".
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  #35  
Old February 28th, 2007, 04:16 AM

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Default Re: Mod: Stigian Corruption

Amos, do all your nations from a certain age work together? For example can I put all your late era nations in one game without conflicts?
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  #36  
Old February 28th, 2007, 08:49 AM
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Default Re: Mod: Stigian Corruption

Unless I made a mistake, yes they should work together.
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  #37  
Old March 13th, 2007, 08:22 PM
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Default Re: Mod: Stigian Corruption

Version 0.24

-Added 4 more units;
-Changed some sprites;
-Changed prices.
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  #38  
Old March 14th, 2007, 11:44 AM
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Default Re: Mod: Stigian Corruption

Version 0.25

Key Keeper uses magic missile now.
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  #39  
Old March 14th, 2007, 01:11 PM
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Default Re: Mod: Stigian Corruption

Version 0.26

-Despoiler is undead (added poison and cold resists, removed ethereal);
-Changes to inventories.
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  #40  
Old March 14th, 2007, 03:18 PM
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Default Re: Mod: Stigian Corruption

You were going to play with balance. Is this a player nation, or is it still a better AI.
And is there any way you could split this and bring back the "early version made them all like gods" that you talked about?
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