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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #181  
Old March 11th, 2009, 05:11 PM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

There's a minor bug I've just found. The Lord of the Summer Plague's Plague Bow isn't showing correctly. It's only a guess, but I think this might be related to CBM's Plague Bow being different to the vanilla one.
Reply With Quote
  #182  
Old March 11th, 2009, 05:24 PM
Hadrian_II's Avatar

Hadrian_II Hadrian_II is offline
Major
 
Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
Thanks: 14
Thanked 17 Times in 14 Posts
Hadrian_II is on a distinguished road
Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

I have also found an issue, cbm is using weapon 708 for a rusted sword, and you are using it for asp bows so if cbm is added after the tombkings the asp archers cannot shoot. Maybe there are also other things like that in the mod.

i assume on llamaserver cbm is added first?
Reply With Quote
  #183  
Old March 11th, 2009, 06:38 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Wow! That is a bad one. I won't release an update straight away in case any more things come to light, but I'd better fix that soonish. I'll do a systematic check for clashes with CBM. Funny that I didn't do that before actually. I think CBM wasn't used so widely when I first made the mod.

There's no way that I know of to control the load order for mods. Hopefully it's right in Chronicles. Did your Asp Archers not have Asp Bows before? I thought that that change was before Chronicles started.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #184  
Old March 11th, 2009, 06:50 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: Nation - Tomb Kings - v1.03 released (March 2009)!

I maintain that mods load in the order you 'tick' them in the preferences screen. I have seen no evidence to convince me otherwise.
Reply With Quote
  #185  
Old March 11th, 2009, 06:59 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Well I tried that yesterday and it didn't seem to work. I wasn't super scientific about it though, I might have got confused.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #186  
Old March 15th, 2009, 03:58 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

I just want to say, that awakened scopion hero is amazing. I got him late in year 1... self buffing The undying and Resilience, and he picked up heroic strength. Usually strength isn't that great on a trampler, but I just watched him easily solo an indy elephant provinces. Even without a bless, he can kill an elephant in one round of attacks, and with high prot, decent regeneration and a fear aura, he never dropped below 80 hp.

He also has the reanimate command and I don't quite seem to be able to preach with him. Not sure if you intended that or not.

Last edited by rdonj; March 15th, 2009 at 04:14 AM..
Reply With Quote
  #187  
Old March 15th, 2009, 04:16 PM

Radio_Star Radio_Star is offline
Corporal
 
Join Date: Mar 2008
Posts: 104
Thanks: 3
Thanked 19 Times in 17 Posts
Radio_Star is on a distinguished road
Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

A few quick things re Tomb Kings:

I haven't seen it mentioned, but if you GoR a bone scorpion, it picks up D2H3. This means that you can give it a death gem and cast soul vortex. Having a regenerating, soul vortexed, high prot, trampling, fear-causing, blessable unit or two mixed in with your own legions is pretty cool.

Also, if there was ever a nation that screams for a bootstrap into blood, I think it's Tomb Kings. All the blood summons work well under the darkness that you're going to be putting up in every battle, you can start churning out blood stones to fuel Ushabti spam and if you decide to go the vampire road, your national undead buffs (being designed to work on highish MR) are nothing short of awesome in support.

I also have a mechanics question. Does ethereal prevent the secondary effect from kicking in? If it doesn't, watchers would be a phenomenal SC killer.
Reply With Quote
  #188  
Old April 3rd, 2009, 02:05 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Noooo! I lost my avatar of Horus. Ah man, I've had that thing for years. 434 kills, heroic toughness with +142 health... all to a time out while fighting gift of healthed pangaeans who just could not be killed fast enough, in a province that looked to be easy pickings . It's going to take a while to get over that. On the bright side I'm finally getting close to having the earth income to summon Ushabti Avatars, and if they're anything near as good as the hero was that should make this game a lot easier....

This is the game where I was going to try to use ushabti and anubites. I'm having a lot of trouble doing so though, as it is just too tempting to use Tomb Kings as SCs and they need mostly earth gem items. And my earth income has varied between 6-9 gems a turn for most of the game, so I don't really have many to spare. And since I decided to not use a bless in this game the ushabti aren't quite as tough as they could be. Anyway, I still think the Ushabti are almost too expensive to summon. I just keep thinking, I get 2 ushabti for the price of summon fall bears. They're basically the same level spell, and I would be quite willing to bet 10 fall bears are more durable than 2 ushabti, and probably do more damage. With a good blessing it would be slightly better, but I still don't think they would be worth quite that many gems, especially with their lab repair requirement. Anubites I think are more or less fine, I would consider buying them even if I didn't need non-undead soldiers as they can be quite deadly. The competition for earth gems is always going to be pretty brutal for this nation though.

Oh, I also managed to lose the awakened scorpion hero to pangaea as well. He served me well, winning many battles and greatly speeding up my expansion, but in the end he ran into too many centaur cataphracts and they were able to finally bring him down. First bone scorpion I ever lost to the AI. Next time maybe I'll buff him with something more than just the undying....
Reply With Quote
  #189  
Old April 3rd, 2009, 02:19 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Any chance tomb kings will ever get recuperation on their first form? Having tomb kings riddled with afflictions can be a bit frustrating, as the best way to fix that is to get them killed so they become immortal... but shedding afflictions that way will ruin many of them as SCs and mages anyway. Makes those D4 kings really important.
Reply With Quote
  #190  
Old April 3rd, 2009, 05:11 AM

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: Nation - Tomb Kings - v1.03 released (March 2009)!

Quote:
Originally Posted by Radio_Star View Post
I also have a mechanics question. Does ethereal prevent the secondary effect from kicking in? If it doesn't, watchers would be a phenomenal SC killer.
It counts as poison damage according to llama, so poison res would stop it. Not sure about ethereality.
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 08:57 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.