.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old March 18th, 2008, 08:08 AM
mathusalem's Avatar

mathusalem mathusalem is offline
Sergeant
 
Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
Thanked 1 Time in 1 Post
mathusalem is on a distinguished road
Default Re: Conceptual Balance Mod 1.21

Maybe you should restore Bone Grinding, my 8D mages spam it a lot and butchered there own army, unless there is a hint for prevent that ?
Reply With Quote
  #2  
Old March 29th, 2008, 03:29 AM

TheMenacer TheMenacer is offline
Corporal
 
Join Date: Apr 2007
Posts: 82
Thanks: 0
Thanked 1 Time in 1 Post
TheMenacer is on a distinguished road
Default Re: Conceptual Balance Mod 1.21

I have to say that while making LA Agartha's top level necromancers capital only is perfectly fine because those guys are completely nuts, the second tier mages should be stepped up a bit because as it stands you're paying something like another 40 gold and taking a unit with old age for all of one level of priest magic, which is pretty situational. Something to make the choice between the two non-capital only necromancers a little less obvious would make sense I think, maybe more death/earth so that they could summon nearly as well as a ktonian necromancer, but no fire so they couldn't bust out the crazy evocations as much.
Reply With Quote
  #3  
Old March 29th, 2008, 05:51 AM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 1.21

You have a point that the servant of the oracles doesn't have a lot of use as is... a d/e random might even things out.

As for bone grinding, I must admit I hadn't anticipated that being a problem. One doesn't usually have that high of death mages lying about without a script, and I would have thought the very high fatigue would discourage AI use in any case. If it's a common problem though, I could certainly change it back.
Reply With Quote
  #4  
Old March 29th, 2008, 07:28 PM

tombom tombom is offline
Private
 
Join Date: Oct 2006
Posts: 31
Thanks: 9
Thanked 0 Times in 0 Posts
tombom is on a distinguished road
Default Re: Conceptual Balance Mod 1.21

I'm almost certain that you've covered this before - and I'm not questioning your decision, because you're far better than me at this game - but what was the reasoning behind removing sacred from all Niefelheim's recruitables?
Reply With Quote
  #5  
Old March 29th, 2008, 07:37 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Conceptual Balance Mod 1.21

Here's the Niefelheim code.

--Niefelhiem EA

-Hurlers
#selectmonster 1305
#def 9
#end

-Niefel Giant
#selectmonster 845
#clearspec
#coldpower 1
#cold
#coldres 100
#fireres -50
#end

-Jotun Spearmen
#selectmonster 1303
#end

-Jotun Javelinist
#selectmonster 1304
#mor 13
#end

-Jotun Skin Shifters
#selectmonster 1310
#gcost 90
#end

-Jotun Herse
#selectmonster 1301
#gcost 50
#end


By using clearspec sacred and other abilities are removed. qm then puts cold immunity, fire weakness, coldpower and chill back,.. but the chill is 3 rather than 15, which is a huge difference. Also no sacred put back.

I'm not sure if this is intended or not. I doubt it is. I'd never realised how nerfed the niefels were in this cbm, anyway.
Reply With Quote
  #6  
Old March 29th, 2008, 07:40 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Conceptual Balance Mod 1.21

Niefels without sacred is like pizza without cheese. Toast, basically.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #7  
Old March 29th, 2008, 07:42 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 1.21

Removing sacredness is most certainly not intended. I did intend to lower the chill, and it's unfortunate that it is not possible to set custom chill levels.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:08 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.