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  #1  
Old June 5th, 2008, 02:00 AM
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Default Re: Blast from the Past, Return of the Underkings

I meant the CB mod, even though I don't use it myself. I can only assume that Underkings plays the same way with the CB mod.

I'd be interested to see a pure weapons mod.

I'll play around with modifying axes a bit, and see how it turns out.
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  #2  
Old June 16th, 2008, 09:38 PM
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Default Re: Blast from the Past, Return of the Underkings

If another mod uses the same unit numbers, they will mod each other if both mods are active in the same game. I have an old version of Vaettiheim installed and it merges Vaettiheim with Bogarus.

Example:

Underkings says, units X through X+6 are dwarf mages.
Bob's mod says, units X through X+9 are power rangers.

Result is no drawf mages, and power rangers with beards and axes... ;-)
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  #3  
Old November 5th, 2008, 05:40 AM
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Default Re: Blast from the Past, Return of the Underkings

Bump.
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Old November 5th, 2008, 06:37 AM
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Default Re: Blast from the Past, Return of the Underkings

I know it was discussed before, but, really, size one dwarfs are not what i expected as an experienced RPG player. Apart of this small (haha) problem, this mod is great. Just don't mess with tramplers, any tramplers. Even iron pigs will send you back home crying.
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Old November 5th, 2008, 08:19 AM
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Default Re: Blast from the Past, Return of the Underkings

I'm definitely using size 1 dwarfs in my mod Nations. They'll be very tough size 1's, but it's nicer for balance, and for making things function differently, across different Nations. And, honestly, if you need size 2 dwarfs, you've already got Ulm.
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Old November 5th, 2008, 10:21 AM
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Default Re: Blast from the Past, Return of the Underkings

My various tests showed they will be really hard to balance for MP, or even SP : six figures per square, really all what my F2 mages like (if you manage to escape tramplers). I don't know for the mod you're doing, but I had real problems figthing some nations that use mages (ie :heims) or tramplers (ie : pangaea)in SP. Mostly I find them way too costly for the rate at which they get squashed.

Can you imagine the number of casualties after :aim/thunder strike/thunder strike ?
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Old November 5th, 2008, 01:09 PM

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

size 2 plz
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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Old November 5th, 2008, 05:18 PM
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Default Re: Blast from the Past, Return of the Underkings

It's not always easy to use size 1 units well, but it can be done. Each size level has it's own advantages, and disadvantages. Yes, tramplers are a big issue, no pun intended, but Nations which primarily focus on size 1 units should have a solution to most trampler problems.

In the mod Nation I'm doing, for instance, size 1 dwarfs are grouped together with giants and trolls, which range from size 1-6. They've also got access to quite a bit of elemental power, especially air, so thunder/lightning isn't much of a danger. Also, I haven't decided yet, but it's likely the dwarfs themselves will get some kind of minor (25% in most cases) elemental resistances.

Kharam-Dzu, on the other hand, had a very impressive repeater crossbow that, when massed in sufficient numbers, would make short work of elephants. It wasn't the perfect solution, but they have plenty going for them.
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Old November 10th, 2008, 07:19 AM

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

What's the advantage of being size 4?
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Old November 10th, 2008, 09:22 AM
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Default Re: Blast from the Past, Return of the Underkings

I don't know why you're asking, but the main advantage is to be less susceptible to area of effects.

Regarding this mod, I had forgotten the capitol only weak mages. I guess it is only meant to be played by dwarf fortress fans
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