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December 27th, 2008, 01:06 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: New Nation: Dragons, Magic Incarnate V1.01
Hey loren in your fix for deathwraiths.. are they still magical beings?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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December 27th, 2008, 02:42 PM
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First Lieutenant
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Join Date: Nov 2006
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Re: New Nation: Dragons, Magic Incarnate V1.01
Quote:
Originally Posted by Aezeal
Hey loren in your fix for deathwraiths.. are they still magical beings?
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Yes. I didn't actually change any properties, just messed with the text. Either there was a hidden typo or something about the order of the properties messed up the game.
I've got one on the screen, it shows:
Death-6
Holy-2
Research-8
Fear
Shock resist-50
Fire resist-25
Cold resist-100
Poison resist-100
Magic Being
Ethereal
Flying
Stealthy
Pillage Bonus
Recuperation
Darkvision-100
Assassin
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December 27th, 2008, 02:48 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: New Nation: Dragons, Magic Incarnate V1.01
ok I thought it might've been to much abilities on a creature and magic being was the last... so I guess that isn't it either
gotta love the dragons and all their abilities
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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December 27th, 2008, 09:10 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
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Re: New Nation: Dragons, Magic Incarnate V1.01
At least for SP it's still got balance problems: A pure Ghost/Flame Tongue strategy won it without too much difficulty.
The only actual real use I made of the summons was to cast some globals.
I had enough summons at the end to use in battle but it all that did was speed things up by a couple of months.
At the point I declared it won I had all access to the enemy blocked off by a minimum of 50 flame tongues and I was pushing dominion out. Had I just kept hitting End Turn I probably would have won it eventually.
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December 27th, 2008, 09:36 PM
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General
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Join Date: Oct 2007
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Re: New Nation: Dragons, Magic Incarnate V1.01
I don't think it would be nearly so easy in mp, you'd make enemies very fast if you went around assassinating everyone's commanders, and a player at least will put guards on them. I actually lost a few early on in my game against ermor to ghost grips and or fear. Plus I imagine you must expand a lot more slowly than most nations.
That said an ethereal 35 hp assassin with 3 attacks (one of which is ap) and 14 attack skill is a bit much. They need to be either ridiculously expensive (upwards of 400 gold, non-sacred), lose most of their attacks, lose ethereality, be a summon, or get a massive attack skill nerf. Possibly a combination of several of the above. I really don't think they should have 3 attacks, especially.
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