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January 16th, 2007, 11:45 PM
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Join Date: Oct 2006
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Re: Kharam Dzu
How about a dwarf close-combat specialist with bladed armor and armed with daggers?
Sniper's very good.
I'm thinking seige engines might work a bit like Early Era Ermor's gladiators-you pay a fee to "rent" them for one battle-the cost of setting them up, and then they're "left behind". Included with small catapults (or better yet a horizontal vector mangonel-ballista, unless you're throwing fire, or throwing over a body of soldiers.) could be giant shields.
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February 9th, 2007, 02:56 PM
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Re: Kharam Dzu
This sounds very fun and I'll give it a go tomorrow. I'm surprised more people haven't had a look at this one.
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February 12th, 2007, 04:24 AM
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Re: Kharam Dzu
I got around to trying out this great mod and I had a blast. The nation is brimming with character, yet it surprisingly doesn't feel that out of place in Dominions.
I haven't played it enough to make any balancing suggestions, but it seems to me that rather than beer the pirates would be more concerned about rum or grog. I'm also curious to know why you decided to stick to only one nametype rather than giving the national heroes set names.
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February 17th, 2007, 03:04 AM
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Corporal
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Join Date: Jun 2006
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Re: Kharam Dzu
Now of course this is my opinion
but these guys feel more like Goblins Than Dwarfs. You gotta use horde tatics and if anything big shows up expect to lose craploads. I dont see y Dwarfs couldnt be size 2 while not as tall as humans im sure they could make up for it in bulk. Hp in line with humans feels wrong. Dwarfs are supposed to be "tougher" .. And then late age and only 6 Protection :| Dwarfs die by the boatloads to shortbows and slings. Then Dwarfs using Falchions?!?!?!?!?
Have to agree with a guy above. Air Magic makes more sense then Death
Stil a fun mod and a nice change of pace.
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February 17th, 2007, 01:50 PM
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Re: Kharam Dzu
They're pirate dwarves, not warhammer or Lord of the rings dwarves. I like the fact that they're different too. Dominions is a game which tends to shy away from stereotypical fantasy nations.
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June 4th, 2007, 05:16 PM
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Join Date: Feb 2007
Location: R'lyeh
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Re: Kharam Dzu
There are graphics for a very nice "cannon" unit, which doesn't seem to be in this mod yet. Any plans to add it?
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June 4th, 2007, 05:24 PM
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Join Date: Oct 2006
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Re: Kharam Dzu
Even in LoTR, dwarves carried around swords a lot more than they did axes. Infact-I'm not sure-but I think that in the Hobbit, the dwarves all had swords, not an axe among them.
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June 29th, 2007, 04:06 PM
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Re: Kharam Dzu
This is an idea for a "Semi-random" province which incorporates Kharam Dzu:
"Amahr Du Balad-Durr" (umlaut above the last u)
In Dwarvish: "Towers of the Battle-Waite"
The province contains a massive fortress (fortified city)
and must be seiged to take it over.
It also contains a Great Gold Mine, a Great Iron Mine, and two Bronze Pillars.
Once the capital city and home of the Dwarven race, since the Dwarves took to the sea to pillage and plunder, the Amahr has been reduced significantly in political importance. However, the Dwarves have not forgotten their glorious past. The city is still lovingly maintained and cared for, as both a land-based Royal Court and as a hospital and hospice for aged and crippled veterans-including over a thousand longbeard soldiers who are simply too 'set in their ways' to venture out to sea-the Pirates take care of their own, and they consider this to be 'Home Sweet Home'.
It's guarded by 12 Crusher golems, 120 delvers, 360 dwarven repeater-crossbows, and fully 1200 longbeards, and led by 9 vice admirals and 1 Crusty Old Captain.
The vice-admirals are armed with:
Fire Bola, Robe of Etheriality, and Black Steel Helm.
The Crusty Old Captain is armed with a Shadow Brand, Jade Armor, Wraith Crown, Amulet of Rejuvenation, and Elixer of Life.
This province shows up in Late Era games-even ones in which Kharam Dzu isn't used. I'm not sure how it would work, exactly, but I think it would be a fun random.
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