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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 April 17th, 2007, 11:05 PM

VedalkenBear VedalkenBear is offline
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Default Re: Modding Idea List

Sombre, that is the exact issue I am discussing. I am concerned that a nation is overpowered or underpowered relative to the vanilla nations. Not that they are necessarily a 'slightly modded vanilla nation'. Basically, when I see 'balanced for vanilla', I think to myself, "If someone played this in a MP game with others, would anyone call foul?"

Avernum is quite a nice mod, from what I saw. I'm not sure if I caught all the parameters (the Vashnai units did not seem useful enough to justify their presence), but I was able to put together a credible game or three with them. (Specifically, I used their lizard infantry IIRC to expand.) Avernum may need a bit of tweaking, but its _premise_ is sound.

What I'm referring to is something more like this. You can generally get about 6 research out of a 150g non-sacred mage (in a magic-neutral domain). Well, if someone comes out with a mod that has a 120g sacred mage that generates more research than that, the first thing I do is try to find what deficiency that is making up for. If I can't find one, then I question the wisdom of that decision.

Am I making myself a bit clearer? Sorry for any confusion.
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