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  #21  
Old January 25th, 2007, 02:53 PM

FrankTrollman FrankTrollman is offline
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Default Re: Themiskyra for Dominions 3

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  #22  
Old January 26th, 2007, 10:19 AM

Aeshi Aeshi is offline
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Default Re: Themiskyra for Dominions 3

No message.Just a crash (I can still move the mouse though)
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  #23  
Old January 26th, 2007, 03:49 PM
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DrPraetorious DrPraetorious is offline
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Default Re: Themiskyra for Dominions 3

Okay, I'll channel the power of tech support.

1) Reinstall your operating system.
2) Depending on OS -
a) Linux: Alter the kernel source so that it provides a memory dump when the app crashes. Recompile and install your custom kernel, violating our tech support provisos. Sorry, we cannot offer further assistance.
b) Windows: Cover yourself in toilet paper and glue. Now, set yourself on fire. Run around and scream until it works again.
c) Mac, Solaris, IRIX: Just be thankful that illwinter compiles their game for your platform at all.
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  #24  
Old January 26th, 2007, 04:30 PM

FrankTrollman FrankTrollman is offline
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Default Re: Themiskyra for Dominions 3

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  #25  
Old January 29th, 2007, 10:46 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Themiskyra for Dominions 3

Good mod, but I have some suggestions :

- The statues should have "need not eat", and probably poison (and maybe cold) immunity, being lifeless beings.
You should look at the living statues for exemple of what they should have

Morover, Being a living pillar/temple column, they don't have feet and should not have a boot item slot.

Another thing : I find them very powerful (and in fact with the nation being heavy on sacred blessing, a summoned holy 3 unit became soon something to have in each army), and I think that maybe having E2 as well as H3 might be too much.
I would still use them for each armie even with no earth magic at all, so maybe you should augment their price, or remove earth magic ?

Maybe it should be a magic being too, like other animated statues are, and their leadership score is probably too high for such a creature. Their sacred status is clear, but I don't see a reason for the leadership skills.

- The fairy of winter is aquatic (not sute it is apporpriate) but has no cold resistance, strange for a winter being. Moreover, shouldn't she be a magic being

- The nation is supposed to have the advantage of access to all magic path, but with no major access to any one.
In fact, with national units they have access to level 1 of all magics, and a small chance of level 2 for sorcery paths.

With your summons, you give them good access to earth (the statue with earth boots, at least removing the slot for boots would restore the balance a bit, even if you don't lessent hteir earth magic), air magic (I summonded one of the storm chosen, and instead of 5 demons units like the spell description told me, I got only one, but with A4, and 24 base attack skill !!). Moreover, you removed the hands and feet items slots (normal as they don't have them anymore) but gave them 4 misc slots. 4 misc slots has until now been reserved for some immobile pretenders (oracle, blood fountain), and seems out of place there. Being a human girl that has been possessed by a demon, and that has lost its hands and feet, it should lose slots, not gain more. Having 4 misc slots on a creature with 24 attack value (I remind that the better base attack value of all living units in the vanilla game is 15, with some rare (and old) creature having more (the wraith lord, having centuries of experience, having something like 16 or maybe 18 I think, and it's one of the better values), and 4 item slots allow open some possible abuses).

- I think that maybe the province defence might have to be lightly toned down : in my last game with 20-30 in province defence I often won versus armies of 80 or 120 units (of course there was some crap units, such as zombies or mictlan fodder, but still, I shoudl not have won in a 4vs1 fight with only PD, and sometimes some indeps archers or crossbowmen)



Recap :

for the statues :
- some abilities/resistance to changes/add
- remove feet slot
- leadership value maybe too strong for this kind of unit
- if you keep them as a summonable H3 unit (as the nation need one), maybe lessent earth magic to level 1, or remove it, the unit is already very useful without, or change their cost (with all items slots + good magic and holy magic + very good leadership, 20 astral gems is cheap)

for the storm chosen :
- Air 4 maybe too much ?
- should only have 2 misc slot

for the PD :
- the base PD seems balanced, but I think that there should be less unit per PD point above 20 level, as their are sacred units (even if not retrofited with dragon scale armor)
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  #26  
Old April 30th, 2007, 10:23 PM

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Default Re: Themiskyra for Dominions 3

Since Frank Trollman has left with his toys, how would people feel if I knocked up a quick update of this? Some of the graphics could really use an update and I'm sure there are other issues too. I thought the idea was very good / interesting.
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  #27  
Old April 30th, 2007, 10:39 PM
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DrPraetorious DrPraetorious is offline
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Default Re: Themiskyra for Dominions 3

I believe that he intends to host it elsewhere, but I'm not sure.

I doubt he'd object if someone else wanted to fork it, as long as they make it clear he's not associated with the fork.
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  #28  
Old April 30th, 2007, 11:20 PM

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Default Re: Themiskyra for Dominions 3

Of course - I'd just say the mod was based on his update of the other guy's Dom2 mod.
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  #29  
Old August 15th, 2007, 05:52 PM

Serenity Serenity is offline
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Default Re: Themiskyra for Dominions 3

Id like to get the mod but it doesnt seem to downloadable?
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  #30  
Old August 15th, 2007, 06:34 PM
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Default Re: Themiskyra for Dominions 3

Did Sombre do a fork?

Frank made some additional changes I'll find out from him what he's doing with it.
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