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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 February 23rd, 2010, 05:23 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

The berserk +3 matters quite a bit. Reinvigoration base can be used against fatiguing spells that are there to "soften up" your troops before they close the distance. Finally, the cold resistance is clearly useful in some situations. The problem is the comparison with the elite warrior.

I agree that the gundabad warrior is not so much cheaper than the elite warrior (or the warg rider, but I haven't done that sprite yet) that it is frequently as good of a choice. I might actually go back and redo the elite warrior sprite, since it's one of the first ones I did.

I was alarmed in my tests to see squads of the bowmen alone beating knight indies. They took the lance charge without batting an eye. I think two were killed against about 20 knights. Then, they beat them back in melee. It may have been a fluke.

I agree in being sort of dissatisfied with my snaga sprite. I really want to give the impression of being slouched over in a very strange stance. Perhaps it would help if I had greater contrast in my palette. The rusty metal, brown leather, and dark green skin all sort of blend together into a mess of an image.

I might give the gundabad shaman 1B base and retain the blood possibility in the random magic. Then, I'd give them 1 higher research penalty. I'm not so sure about cutting their cost. With an earth blessing, they are *frightening* thugs, even without any equipment. E9 gives them reinvig to match that very heavy encumbrance and they've got a mid-20's prot when berserk with that.
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