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  #1  
Old April 14th, 2004, 12:39 PM
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Wauthan Wauthan is offline
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Default Re: Calrea mod

It's turning out to be a very interesting mod so far. Whereever did you came up with the idea for the backround story?
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  #2  
Old April 14th, 2004, 05:15 PM

Zeikko Zeikko is offline
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Default Re: Calrea mod

Thanks, i made the core of the background story by myself and Murph fixed and wrote it as it is. That's just the core of the history and I hope we can make more texts sooner or later.
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Calrea mod thread:
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Calrea web page:
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  #3  
Old May 14th, 2004, 07:50 AM

Zeikko Zeikko is offline
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Default Re: Calrea mod

We got new better web site feel free to visit.
The project has been on quite low-profile now but great ideas are raising again and I hope we can get some kind of beta Version out for everyone soon.

Are people intrested of testing a mod containing 4 nations and some other changes. I'd like to hear some opinions that should publish soon coming beta Version or wait for more nations etc.

Then some things about changing the Dom II playstyle. Now summons seem to much more powerful than national troops. I am thinking to decrease the strength of all summoned units or make them more expensive in gems. In my opinion summons should be used when you upkeep is almost same and income and you must expand your army, to add more variety in your army or some other small tricks, but not as the core of army.

Your opinions? Would you like to play a mod which nerfs summons?

[ May 14, 2004, 07:51: Message edited by: Zeikko ]
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Calrea mod thread:
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Calrea web page:
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  #4  
Old May 14th, 2004, 02:30 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Calrea mod

Quote:
Originally posted by Zeikko:
Your opinions? Would you like to play a mod which nerfs summons?
I really wonder what people are summoning that they think makes national troops useless. The only thing that comes close to that is some of the toughest of the commanders, and those tend to be very expensive.
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