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 RoS 3.0

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Capt Savage

Capt Savage

Posts : 303
Reputation : 2
Join date : 2008-12-02
Age : 33
Location : North Bend, WA

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PostSubject: RoS 3.0   RoS 3.0 EmptyTue Dec 02, 2008 3:47 am

Eleven Archers are way too godly
might want to lower range on pandoras wrath
water mage causes drop when you go vetran
tier 4 mons that you build should be able to build same units as starting mon
you should only be allowed 1 mon at a time
starting mon should look normal and as he progresses through vetran ranks change form
buildings should have a passive/defensive/offensive and thats how units come out.
tier 1 buildings should be able to hold 5 archers and do damage (like Aoe)
tier 2 buildings should be able to hold 10 archers..... ect ect
need to make it so archmage can go vetran
sages level 1 fire attack should do more damage
those skeleton archer (ones that are on horse and can go over water) need to be slower or no walk on water advantage
sure i can find some more for you.
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Sage
Lead Designer of The New Era Expansion Project
Sage

Posts : 1039
Reputation : 1
Join date : 2008-08-02
Age : 32
Location : West Haven

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PostSubject: Re: RoS 3.0   RoS 3.0 EmptyWed Dec 03, 2008 9:38 pm

Cool, thanks for finding these bugs and for giving criticism. I agree with many things, but I need to think on some others.
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Sage
Lead Designer of The New Era Expansion Project
Sage

Posts : 1039
Reputation : 1
Join date : 2008-08-02
Age : 32
Location : West Haven

RoS 3.0 Empty
PostSubject: Re: RoS 3.0   RoS 3.0 EmptySat Jul 16, 2016 9:15 pm

Capt Savage,

The units with issues in v5.1 are no longer in the mod, and the balancing for the units mentioned have been applied.


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PostSubject: Re: RoS 3.0   RoS 3.0 Empty

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