Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Making non Magic national commanders more worthwhile - .com.unity Forums
.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 December 5th, 2011, 08:06 PM

Mightypeon Mightypeon is offline
Second Lieutenant
 
Join Date: Jun 2011
Posts: 435
Thanks: 18
Thanked 3 Times in 3 Posts
Mightypeon is on a distinguished road
Default Making non Magic national commanders more worthwhile

Greetings,

something that kind of bugged me was that there is nearly no reason to ever recruit national commanders that arent mages and that do not have thug potential.
Basically, armies in Dom 3 are commanded by mages, and a splattering of cheap indie commanders that do not compete with valuable mage slots.
I do not have any idea wether the following ideas of improvement are worthwhile, but I would certainly like to hear some feedback:

-Ability Logistican:
--Reduce Supply consumption by a value of X-how many troops he is commanding

-Ability Strategic movement:
--Increase Map Move of commanded units by 1, up to the value of the commander itself. Could perhaps be done by copying and modifiing the effects of the Flying carpet a bit.

-Ability trusted commander:
--Units under his command are more likely to stick to their orders, when doing stuff like attack rear for example

-Ability beloved commander:
--When the commander dies, units under his command go Berserk instead of routing

-Ability Excellent Defense instructor:
--Units under his command get +x defense

-Ability Excellent Offense instructor
--Units under his command get +x offense

-Ability Excellent physical Drillmaster
--Units under his command get +x hitpoints

-Ability Ambusher
--Units under his command get off one shot/Movement+attack prior to the start of the battle, enemies still have to be in range

I am quite doubtfull that this can be implemented (they game does somehow know during a battle who is commanding whom, but I am not sure wether on battle effects can be made in a way to only apply to units under the commanders direct command).

Other ideas:
-Make certain Cap only recruits available outside of the Cap as Commander retinues.
For example, MA Ulm may recruit Black Guards and Black Guard captains at its cap, everywhere else they may recruit a Black Guard captain that comes with a retinue of 5 Black Guards.
This way, in non cap castles, the ability to recruit limited amounts of Cap only units would compete with the ability to recruit mages. This should be done for decent but not game breaking Cap only units, like Guardians, Warriors of the 5 elements etc.
Reply With Quote
  #2  
Old December 5th, 2011, 11:16 PM
brxbrx's Avatar

brxbrx brxbrx is offline
Second Lieutenant
 
Join Date: Apr 2008
Location: Tempe, Az
Posts: 419
Thanks: 38
Thanked 16 Times in 15 Posts
brxbrx is an unknown quantity at this point
Default Re: Making non Magic national commanders more worthwhile

Really, now. High leadership, abilities like standard and supply, durability, lower costs, and cool flavor make a pretty good case for recruiting these commanders.
It's not a starets or a magistrate that is going to lead your armies to victory.
Reply With Quote
  #3  
Old December 6th, 2011, 01:46 AM

PriestyMan PriestyMan is offline
Sergeant
 
Join Date: May 2010
Posts: 317
Thanks: 16
Thanked 18 Times in 11 Posts
PriestyMan is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Quote:
Originally Posted by brxbrx View Post
Really, now. High leadership, abilities like standard and supply, durability, lower costs, and cool flavor make a pretty good case for recruiting these commanders.
It's not a starets or a magistrate that is going to lead your armies to victory.
This reply cracks me up. get off SP bro

regardless, I'm pretty sure not a single one of your "ideas" is moddable so........ cool story i guess?
Reply With Quote
  #4  
Old December 6th, 2011, 02:40 AM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

One, maybe two of them are moddable if you stretch what you intended a bit, but they would not cause people to actually recruit them, and at least one of those would be a real cludgy workaround job.

You'd need to totally rebuild how the combat works to make non-mages have any value as a fort build.
__________________
The ignorant shall fall to the squirrels.
--Chip 4:2

Ulm: Order of the Black Rose - Reimagining MA Ulm

A more Sombre forum: http://z7.invisionfree.com/Dom3mods/index.php?.act=idx. Now with more Maerlande.
Reply With Quote
  #5  
Old December 6th, 2011, 03:20 AM

Dimaz Dimaz is offline
First Lieutenant
 
Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
Dimaz is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Or make commanders recruitable from fort and mages from lab in the same province (so, 2 commanders/turn, or 3 with priests). That's even logical. However, it will affect the balance too much.
Reply With Quote
  #6  
Old December 6th, 2011, 04:11 AM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Wishing for things that are impossible to mod is pointless.
__________________
The ignorant shall fall to the squirrels.
--Chip 4:2

Ulm: Order of the Black Rose - Reimagining MA Ulm

A more Sombre forum: http://z7.invisionfree.com/Dom3mods/index.php?.act=idx. Now with more Maerlande.
Reply With Quote
  #7  
Old December 6th, 2011, 07:02 AM

Dimaz Dimaz is offline
First Lieutenant
 
Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
Dimaz is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

There's special sub-forum "Scenarios, Maps and Mods" to discuss mods and what's possible/not possible with mods. Actually there's even more special forum with similar name Here I just answered to the TS, how in general it's possible to make non-mages worth buying. I'm perfectly aware that it's not possible with mods. So, sorry, but it's your comment that is pointless in this context.
Reply With Quote
  #8  
Old December 6th, 2011, 08:52 AM

TigerBlood TigerBlood is offline
Corporal
 
Join Date: Sep 2011
Posts: 163
Thanks: 1
Thanked 4 Times in 4 Posts
TigerBlood is an unknown quantity at this point
Default Re: Making non Magic national commanders more worthwhile

Logistician-A supply bonus can be modded.

Beloved commander-something approxiating this though the use of one of the shapechange commands that triggers upon death, followed by the Berserkers spell and a kill caster effect. Whether this modding command can trigger #onebattlespell when the unit changes form is something I would have to look into.

Your capital unit being recruited in limited numbers outside the main fort could be modded. Unfortunately, it would make the relevant units appear twice on the capital recruitment screen. Adding a retinue of units to a commander can also be done.
Reply With Quote
  #9  
Old December 6th, 2011, 09:04 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Making non Magic national commanders more worthwhile

Unfortunately #onebattlespell can't be used like that.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #10  
Old December 6th, 2011, 11:10 AM

Starbelly Geek Starbelly Geek is offline
Private
 
Join Date: Oct 2011
Posts: 44
Thanks: 1
Thanked 7 Times in 7 Posts
Starbelly Geek is on a distinguished road
Default Re: Making non Magic national commanders more worthwhile

Quote:
Originally Posted by llamabeast View Post
Unfortunately #onebattlespell can't be used like that.
You could have a commander that autocast one of the area berserking spells or a modded one with no range to get the units around him (don't put him near your mages!). Call the new spell "That one speech from Henry V."

Could the site effect that lets a commander "enter to gain experience," or the item effect for the Champion's Skull be used somehow to let a commander give extra experience to units around him? Probably not, but that's the closest to the instructor ideas I can think of currently in the game.
Reply With Quote
Reply

Bookmarks


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 08:41 AM.


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