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-   -   Clamming & piles of commanders -- how about a different approach? (http://forum.shrapnelgames.com/showthread.php?t=40293)

Loren August 20th, 2008 01:17 PM

Clamming & piles of commanders -- how about a different approach?
 
How about a spell that can be cast in a province that creates/upgrades a magic site. The cost would be similar. A site can't be killed by it can't run away, either.

I also think there should be versions that create each gem type (but probably not blood slaves.)

Psycho August 20th, 2008 02:36 PM

Re: Clamming & piles of commanders -- how about a different approach?
 
How about enabling shift+z to move all types of gems to lab and not just blood slaves?

Wrana August 20th, 2008 02:55 PM

Re: Clamming & piles of commanders -- how about a different approach?
 
This would be much easier to implement and much more urgent!
The first idea, I think, isn't so good in developers' eyes. Though there is surely a sad lack of province-enhancing spells in the game... I even think that such a possibility could lessen a part summons play in mid and late game...

Aezeal August 20th, 2008 03:12 PM

Re: Clamming & piles of commanders -- how about a different approach?
 
against anything that exponentionally creates gems.

mighty_scoop August 20th, 2008 05:46 PM

Re: Clamming & piles of commanders -- how about a different approach?
 
Quote:

Originally Posted by Aezeal (Post 632712)
against anything that exponentionally creates gems.

second this

AreaOfEffect August 20th, 2008 06:47 PM

Re: Clamming & piles of commanders -- how about a different approach?
 
I would much rather see more random events grant magic sites instead. Like a battlefield magic site likely to occur in a province with a lot of armored corpses.

Karlem August 21st, 2008 05:15 AM

Re: Clamming & piles of commanders -- how about a different approach?
 
+1 to the shift+z idea.

Makinus August 21st, 2008 06:49 AM

Re: Clamming & piles of commanders -- how about a different approach?
 
If you don´t like clamming, use one of the mods that makes Clams/Fever Fetishes more hard/costly to build... I personallylike the one that makes Clams need a 3W1N to create (or is it 2W1N?)...
Fever fetishes i think are ok as they are, since they need a lot a micromanagement (i simply don´t bother with them)...

Kadelake August 21st, 2008 11:38 AM

Re: Clamming & piles of commanders -- how about a different approach?
 
I thought Clams needed 3W1N without mods?

Loren August 21st, 2008 12:05 PM

Re: Clamming & piles of commanders -- how about a different approach?
 
What I'm proposing is a logistically easier way to handle clamming, not something that changes the game.


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