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  #1  
Old June 1st, 2008, 09:20 AM
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Saulot Saulot is offline
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Default Re: Blast from the Past, Return of the Underkings

Well, high resource costs are problematic in terms of weapons, since they're size 1 which means only a fraction of the resource cost is used. I believe 1/2.

So resource heavy they're not. I believe outside of bolt-throwers the highest cost is 25. Which is marginal compared to some other nations, especially once you also add in the production bonus inherent to Underkings.

Secondly, the elite units side-step the axe question completely because they use hammers or magic weapons. The heirarchy tends to be axes, hammers, magic weapons, if one could divide the dwarven units into groups by their level of eliteness (so I made up a word, so what?)

This whole problem arises from the axe and hammer problem. Axes are inferior, so everyone wonders, why use axes? If I improve the axes a bit, they'll be even more similar to hammers, so everyone wonders, why have both axes and hammers? If I improve axes a lot, everyone wonders, why use hammers?

Despite well thought out arguments presented thus far, I am still leaning for my original thinking (which is the easiest and cleanest solution), get rid of the hammer dwarf warrior, and so remove the side by side comparison and choice of axe and hammer.
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  #2  
Old June 5th, 2008, 01:27 PM

MaxWilson MaxWilson is offline
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Default Re: Blast from the Past, Return of the Underkings

Quote:
Saulot said:
This whole problem arises from the axe and hammer problem. Axes are inferior, so everyone wonders, why use axes? If I improve the axes a bit, they'll be even more similar to hammers, so everyone wonders, why have both axes and hammers? If I improve axes a lot, everyone wonders, why use hammers?

Despite well thought out arguments presented thus far, I am still leaning for my original thinking (which is the easiest and cleanest solution), get rid of the hammer dwarf warrior, and so remove the side by side comparison and choice of axe and hammer.
I like this solution. Dwarves use axes because it's thematic, not because it's effective. Although their small size compensates for the lowered attack.

-Max
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  #3  
Old June 16th, 2008, 01:46 AM

Zentar Zentar is offline
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Default Re: Blast from the Past, Return of the Underkings

My really really late response to this mod... This is the first mod that I have noticed that has no mages for hire. What am I missing?
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  #4  
Old June 16th, 2008, 02:46 AM
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Default Re: Blast from the Past, Return of the Underkings

A bug that removes magic picks when too many mods are enabled at the same time?
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Old June 16th, 2008, 11:26 AM

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Default Re: Blast from the Past, Return of the Underkings

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A bug that removes magic picks when too many mods are enabled at the same time?
It occurs when Tomb Kings is enabled. The problem seems to be specific mod related because it does not occur when several other mods are active.
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  #6  
Old June 16th, 2008, 11:43 AM
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Default Re: Blast from the Past, Return of the Underkings

I don't know what causes it, but it's been reported as fixed in the progress page (http://ulm.illwinter.com/dom3/dom3progress.html) and I managed to get a mod to work by disabling all mods except the one I wanted to try. It could be that Tomb Kings triggers it even if no other mods are enabled, and I don't know if you can do anything but wait for the next patch in that case.
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