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August 20th, 2008, 01:17 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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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.)
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August 20th, 2008, 02:36 PM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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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?
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August 20th, 2008, 02:55 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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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...
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August 20th, 2008, 03:12 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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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.
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August 20th, 2008, 05:46 PM
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Corporal
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Join Date: Jun 2008
Location: Germany
Posts: 105
Thanks: 8
Thanked 3 Times in 3 Posts
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Re: Clamming & piles of commanders -- how about a different approach?
Quote:
Originally Posted by Aezeal
against anything that exponentionally creates gems.
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second this
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August 20th, 2008, 06:47 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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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.
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August 21st, 2008, 05:15 AM
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Corporal
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Join Date: Jan 2008
Posts: 163
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Clamming & piles of commanders -- how about a different approach?
+1 to the shift+z idea.
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August 21st, 2008, 06:49 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
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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)
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August 21st, 2008, 11:38 AM
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Sergeant
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Join Date: Nov 2007
Location: Sweden
Posts: 270
Thanks: 31
Thanked 25 Times in 6 Posts
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Re: Clamming & piles of commanders -- how about a different approach?
I thought Clams needed 3W1N without mods?
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August 21st, 2008, 12:05 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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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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