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Old January 19th, 2004, 06:28 PM
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Wauthan Wauthan is offline
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Default Re: new MOD:Elemental Kingdom

I tried out your mod for some 30 turns. While it's a very interesting idea the HOMM3 conVersion doesn't seem to work as is. Elementals are simply way tougher creatures in this game and flattened the opposition. The Chimera and Basilisk units are overkill, being units that you'll have to be very lucky to get otherwise. Making them expensive is not really a solution since you can get a lot of money fast by pushing the Dominion scales.

The sage is too much as well, since it lets you push the drain scale to the max and still research as fast as Ulm. As is the scrying tower as a starting province. And then the etheral assassin... Just how are you going to stop these guys?

It was a cool mod to test though. Made me feel mighty.

My advice is to loose the assassin, the two highest tier elementals, the sage, the wisps, the chimera, the basilisk, the dwarf and the lobo atlantean. Push the remaining mages down to 2 picks of their element. Basicly butcher the whole mod.

Replace the lost units with human units instead. There are already a slew of elemental mages to be found in the game that could work well, even if you loose the HOMM3 touch completely.

Would be really nifty to have a mod for each element. Pretty tough that a straight HOMM3 conVersion doesn't seem to work here.

[ January 19, 2004, 19:47: Message edited by: Wauthan ]
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