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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 September 7th, 2007, 12:02 AM

Mr_Matt Mr_Matt is offline
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Default Re: Modding Forts

Thanks for all the replies.
By the way I didn't mean that sieging castles was hard I just feel it slows down the war to much when an enemy nation has say 50 provinces and 35 forts... meaning at least two turns to take each one unless you've a couple massive armies. Gets a little repetitive.

I've never tried the spell crumble and may have to try that some time.

As for the summons most of them I already use most of those mentioned. And for halving the cost of every unit in the game... it could work... but thats a LOT of changes and would be extremely time consuming. With school and work I just wouldn't have time.

Well since fort modding is unavailable I guess I'm stuck unless the devs could add fort mods in a patch.

MrMatt
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Old September 7th, 2007, 11:43 AM
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NTJedi NTJedi is offline
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Default Re: Modding Forts

Quote:
Mr_Matt said:
Thanks for all the replies.
By the way I didn't mean that sieging castles was hard I just feel it slows down the war to much when an enemy nation has say 50 provinces and 35 forts... meaning at least two turns to take each one unless you've a couple massive armies. Gets a little repetitive.

I've never tried the spell crumble and may have to try that some time.

As for the summons most of them I already use most of those mentioned. And for halving the cost of every unit in the game... it could work... but thats a LOT of changes and would be extremely time consuming. With school and work I just wouldn't have time.

Well since fort modding is unavailable I guess I'm stuck unless the devs could add fort mods in a patch.

MrMatt
I believe 'defensive AI' personality is probably more likely to build forts compared with the 'aggressive AI'. Not 100% positive since there's no details describing how the defensive, standard and aggressive AIs are different.
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