.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

Reply
 
Thread Tools Display Modes
  #1  
Old August 20th, 2008, 01:17 PM

Loren Loren is offline
First Lieutenant
 
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
Loren is on a distinguished road
Default 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.)
Reply With Quote
  #2  
Old August 20th, 2008, 02:36 PM

Psycho Psycho is offline
Captain
 
Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
Psycho is on a distinguished road
Default 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?
Reply With Quote
  #3  
Old August 20th, 2008, 02:55 PM
Wrana's Avatar

Wrana Wrana is offline
Major
 
Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
Wrana is on a distinguished road
Default 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...
Reply With Quote
  #4  
Old August 20th, 2008, 03:12 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Clamming & piles of commanders -- how about a different approach?

against anything that exponentionally creates gems.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
  #5  
Old August 20th, 2008, 05:46 PM
mighty_scoop's Avatar

mighty_scoop mighty_scoop is offline
Corporal
 
Join Date: Jun 2008
Location: Germany
Posts: 105
Thanks: 8
Thanked 3 Times in 3 Posts
mighty_scoop is on a distinguished road
Default Re: Clamming & piles of commanders -- how about a different approach?

Quote:
Originally Posted by Aezeal View Post
against anything that exponentionally creates gems.
second this
Reply With Quote
  #6  
Old August 20th, 2008, 06:47 PM
AreaOfEffect's Avatar

AreaOfEffect AreaOfEffect is offline
Major
 
Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
AreaOfEffect is on a distinguished road
Default 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.
__________________
Strategy Guide: MA Caelum - Fear of Flying
Strategy Guide: LA Man - Death and Taxes
Strategy Guide: MA Mictlan - An Introduction
Guide Supplement: LA Man - Castle Warfare
Referance: Prophet Transformations
Reply With Quote
  #7  
Old August 21st, 2008, 05:15 AM

Karlem Karlem is offline
Corporal
 
Join Date: Jan 2008
Posts: 163
Thanks: 0
Thanked 1 Time in 1 Post
Karlem is on a distinguished road
Default Re: Clamming & piles of commanders -- how about a different approach?

+1 to the shift+z idea.
Reply With Quote
  #8  
Old August 21st, 2008, 06:49 AM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default 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)...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
  #9  
Old August 21st, 2008, 11:38 AM
Kadelake's Avatar

Kadelake Kadelake is offline
Sergeant
 
Join Date: Nov 2007
Location: Sweden
Posts: 270
Thanks: 31
Thanked 25 Times in 6 Posts
Kadelake is on a distinguished road
Default Re: Clamming & piles of commanders -- how about a different approach?

I thought Clams needed 3W1N without mods?
Reply With Quote
  #10  
Old August 21st, 2008, 12:05 PM

Loren Loren is offline
First Lieutenant
 
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
Loren is on a distinguished road
Default 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.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 11:34 AM.


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