|
|
|
|
|
April 1st, 2007, 11:22 AM
|
|
Second Lieutenant
|
|
Join Date: Mar 2007
Posts: 559
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: 2 Things this game desperately needs
thejeff:
Yes, this is a good point. I was thinking more in the line of another option. Like being able to perform Alchemy and it doesn't cost an action.....i.e. the mage may still do something else. Having an action like "Defend Territory". And once that is clicked, have that option change to "Defend Castle". That way, you could decide whether or not to retreat to the castle or stay outside to fight the abominable hordes that wish to see you dead.
Gandalf, your points are well taken, but still miss the point. Changing ownership is not a good option. How does this work when you are building 70 percent of an elephant per turn. Who gets the elephant when ownership changes...or does it disappear? Either way....
If you don't have a spell researched that does what you suggest or if you don't have stealthy units, or the units aren't stealthy that you want to allow....that won't work. I like the castle idea, but costs a lotta money, and leaves that province at risk.
|
April 1st, 2007, 11:37 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: 2 Things this game desperately needs
Quote:
jimkehn said:
thejeff:
Gandalf, your points are well taken, but still miss the point. Changing ownership is not a good option. How does this work when you are building 70 percent of an elephant per turn. Who gets the elephant when ownership changes...or does it disappear? Either way....
|
It wasnt really meant as a good option. Id love to see more ally stuff in the game. But it was meant to point out that some creative options have been created by other players if someone needs a method now.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
April 1st, 2007, 12:50 PM
|
|
General
|
|
Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
|
|
Re: 2 Things this game desperately needs
Quote:
Endoperez said:
Quote:
WraithLord said:2. Add, maze/labyrinth/dungeon type of sites, ala MOM magic nodes. Those sites are protected and their defenders must be defeated prior to the benefits of the site can apply.
|
Isn't that modeled in as provinces with special sites and special defenders? Two Cyclops skilled in Earth and Death, one wielding Hammer of the Cyclops with 50% Forge Bonus, that mountain or hall or forge or whatever Of The Cyclops (death, earth gems)... or something like that. I don't remember the details any more.
|
Leaving aside the fact that this is very rare, I was referring to something more atmospheric. Maybe an example will help:
Your army enters province X and defeats the indie defenders. your water mages search for magic sites and find a layer of a blue dragon, the site is "locked" i.e. you don't get the gems from it or whatever other benefit it has. The site has an option "enter site" that is added as a possible command to commanders in the province. You order your army to enter the site. The battle then takes place in a scenery of a giant icy cave with very cold temperature against a blue dragon that is equipped with items and commands an army of say humanoid slaves. Only after you win the battle does the site become functional for you. That's my suggestion.
|
April 1st, 2007, 01:12 PM
|
First Lieutenant
|
|
Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: 2 Things this game desperately needs
I use both Jack's site
http://dominions.realites.org/
and ballbarians tool occasionally to spice up my SP games. I generally use Jack's site and jack it up to 50% + starting provinces. So random commanders, buildings, and items sprinkled about the map...some so dangerous that they're still indy after 6 years of gameplay I also love having the starting province be randomized, so the AI and myself get a free commander, maybe some low level items, and a few extra troops. It can occasionally prove messy when one AI gets a really good pull and beats everyone else up...but that's the fun of it
I agree the game needs:
disband
some form of diplomacy
Hold and Fire command
Site search coordination
|
April 1st, 2007, 04:24 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: 2 Things this game desperately needs
Quote:
Endoperez said:
Quote:
WraithLord said:2. Add, maze/labyrinth/dungeon type of sites, ala MOM magic nodes. Those sites are protected and their defenders must be defeated prior to the benefits of the site can apply.
|
Isn't that modeled in as provinces with special sites and special defenders? Two Cyclops skilled in Earth and Death, one wielding Hammer of the Cyclops with 50% Forge Bonus, that mountain or hall or forge or whatever Of The Cyclops (death, earth gems)... or something like that. I don't remember the details any more.
|
I'm not sure that I've ever seen a special defender with lootable magic items, other than Bogus, in my limited time so far playing the game. I think the difference between the current situation and MOM is that in MOM you're aware of roughly what the reward is for taking a node, whereas even if there's an automatic site in a province you don't know about it until you actually take the province. Plus, there's no map filter for sites.
I'm adding that one, actually.
3. A map filter for magic sites.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|
April 1st, 2007, 04:28 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: 2 Things this game desperately needs
Quote:
jimkehn said:
Like being able to perform Alchemy and it doesn't cost an action.....i.e. the mage may still do something else.
|
FYI, just in case you didn't know--Alchemy doesn't cost an action. It happens instantaneously.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|
April 1st, 2007, 04:33 PM
|
|
Major General
|
|
Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
|
|
Re: 2 Things this game desperately needs
Quote:
MaxWilson said:I'm not sure that I've ever seen a special defender with lootable magic items, other than Bogus, in my limited time so far playing the game.
-Max
|
Oh those are fairly common, when you come across a province with mages in, look at there stats, they sometimes have magic items on them. They are hard to get beause you after kill the mage before they retreat from the battlefield. Then you after be lucky again that one of your commanders/mages finds the magic items.
|
April 1st, 2007, 08:13 PM
|
|
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: 2 Things this game desperately needs
Quote:
MaxWilson said:
I'm not sure that I've ever seen a special defender with lootable magic items, other than Bogus, in my limited time so far playing the game.
-Max
|
Oh, there are. Quite rare, but they exist... special groups of monsters, with pre-selected equipment (some of it unique and non-forgeable) and in some cases magic sites. There's a Paladin named Solaris with unique armor, helmet, sword and shield, for instance. One group includes three Cyclopses, if memory serves.
Might be noted that, unlike monsters hiding in a MoM node, they're vulnerable to remote spells. There's also no special 'one-time bonus' beyond the equipment, that's equivalent to an extra book or two of magic.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|
April 2nd, 2007, 08:47 AM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: 2 Things this game desperately needs
Play with independent strength set to 8 or 9 and you'll find a lot more specially defended provinces.
|
April 3rd, 2007, 04:30 AM
|
|
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: 2 Things this game desperately needs
Here's something that I would find useful in the game:
I'd like it if you could use a tool like the Battleground Editor to actually place two opposing armies on a battlefield, hit a 'go' button, and watch a simulation played out (like Kohan).
Or is that supposed to be part of the learning curve here ?
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|