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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old September 25th, 2007, 01:27 AM
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Burnsaber Burnsaber is offline
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Default Re: [Mod] MA Ulm : \"Black Steel of Ulm\"

If it wouldn't be too much bother, could you make a version that doesn't up the magic resistance of the units? (KO has said that the mr won't be raised, so playing with it raised would feel like "cheating", IMHO), and perhaps up the gem income back to it's normal level?

I'll probably re-do my "blacksteels vs Priciple" test with this mod when I've got time.
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Old September 25th, 2007, 07:33 AM
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Default Re: [Mod] MA Ulm : \"Black Steel of Ulm\"

I tested your mod once, before V 2.2,and I think it's quite legitimate to boost them furthermore.
Magma eruption is a nice spell, but many(many) factions have X 3 elemental mages, which will be far more efficient during battle. So they do need a powerful army to hold their part at the beginning/middle of the game (I've been converted to impossible difficulty level on the forums).
Finding independant mages WILL be long and difficult, so big thugs are a big plus(necessity?) to them(you can always have a rainbow pretender, to compensate, but you'll have some pbm with research).
Do you think your mod is compatible with CBM ? (I love the reworked pretenders)
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