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June 4th, 2007, 05:24 PM
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General
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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 4th, 2007, 07:07 PM
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Sergeant
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Re: Kharam Dzu
You would be correct Honeybadger. I think the axes only came into play at the Battle of Five Armies...even then though, I dunno. Been too long since I last read The Hobbit.
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June 5th, 2007, 02:44 PM
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Corporal
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Re: Kharam Dzu
Awesome stuff.
A few of my thoughts, though I didn't play test the mod yet, but from what I see and read:
Falchions are good. Dwarves with short, heavy swords are not without precedence.
Some sort of 'dwarven marines' with a bit of heavier armour would not be a terrible idea.
Death magic makes sense to me. Pirates did a lot of killing and were very superstisious. A pirate necromancer would never be short on corpses.
How about a heavy crossbow/light ballista unit? Slow but heavy ballista operated by two dwarves.
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June 5th, 2007, 11:05 PM
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General
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Join Date: Oct 2006
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Re: Kharam Dzu
With a mod like this, it really is a shame that Dom 3 doesn't support naval battles
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June 5th, 2007, 11:10 PM
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BANNED USER
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Re: Kharam Dzu
It's still good fun taking it to the underwater filth of the world with teams of delvers and water mages.
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June 5th, 2007, 11:13 PM
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General
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Join Date: Oct 2006
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Re: Kharam Dzu
From some of the descriptions, I thought the dwarves of Kharam Dzu *were* the filth of the world?

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June 5th, 2007, 11:34 PM
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BANNED USER
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Re: Kharam Dzu
Well it takes filth to know filth, haharrr -rattles falchion-
I think this version of the mod has a couple of serious balance problems. I prefer my CBM version - pirates have mapmove 2 so they can actually use sailing, repeater crossbows aren't the only thing worth building etc.
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