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Old April 2nd, 2011, 09:19 AM

Calahan Calahan is offline
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Default Re: ANDalusian Sun. Anonymous LA game for (rather) experienced players (Recruiting)

I'm back a bit earlier today than I planned, so I hope I shouldn't have any problem getting the map sorted by the end of the day. But I do have two other problems though.

***Rant Warning*** / ***TL;DR Warning***

The first is in response to this, and regarding the Expanded Nation pack this game is set to use.
Quote:
Originally Posted by llamabeast View Post
... I'm only suggesting using the pack because it's convenient and the fact that it includes stuff we're not using does no harm.
Sorry llama, but "does no harm" isn't quite correct, as the Expanded Nation pack creates a lot of new units and summons that can be wished for. (I've tested this to be correct)

And while I haven't examined every single nation in the pack, my instincts tell me that given "balance" isn't always a mod creators first instincts when their creative juices are flowing, there's a good chance somewhere in that mod pack is a nation with a "summon super-monster" spell that summons an uber SC that is completely OP, and which is probably well worth 100 pearls in this game. Or a similar monster added as a Pretender (as you can wish for them as well)

And I see no reason why being able to wish for "something" connected to one of the mod nations in that pack (and not in this game) should be an option in this game. Plus the ever present problem with mods of something being overlooked which screws up a unit already in the game by giving it weapons (for example) that it shouldn't have. (like the example of New Jomon having Blowpipe recruits and a Scout with leadership)

So I for one would prefer to use the New Jomon nation mod rather than the Extended Nation pack (since that adds who knows what to the game via Wishing). As that gets rid of the wishing problem, and minimises the chance of yet-to-be-discovered bugs.

-----

My second problem is again with the Holy Wars mod, since has anyone else noticed how the Holy Sites mod really disrupts site searching with all the new Holy Sites. Here's a sample of just one of them to demonstrate their awesomeness.

Distant Holy Site. - No gems, +20 gold, and allows recruitment of...

Pilgrim - Cost 5gp 2r
HP 11
Prot 1
Mor 11
MR 11
Enc 3

Str 10
Att 8
Def 11
Prec 10
Move 2/12

Weapon - Quarterstaff / Armour - Robes


Battle Pilgrim - 10gp 11r
HP 12
Prot 10
Mor 13
MR 12
Enc 5

Str 11
Att 11
Def 13
Prec 10
Move 2/10

Weapon - Broad Sword / 4 Parry Shield


Pilgrim Warrior Saint (comm) - 70gp 12r

HP 14
Prot 9
Mor 15
MR 14
Enc 5

Str 12
Att 12
Def 16
Prec 10
Move 2/10

Leadership 80
H1. Sacred. Standard (20)
Weapon - Enchanted Pike (magic) / 4 Parry Shield


So those 3 units are basically bog standard Militia and Medium Infantry, plus an expensive H1 Priest that can be a rubbish magicless thug to a bless nation (who likely have national commanders far better for thugging given that they took a bless in the first place) and a standard effect that can be reproduced with a few nature gems for a Sleeper or Horn of Valour. (and those don't take up a precious commander recruitment slot either)


In testing I found a fair number of these new Holy Sites, all of them pretty much as useless as the above one, with one stellar province I came across in testing having...

Dojo - +1E
Grand Temple - Allows you to recruit crap units
Distant Holy Site - More crap units and +20g
Theologian's Guild - More crap units

I'm sorry, but when I find 4 sites in a province, I do not expect to see results like that.


(IIRC) This is the exact same problem that was reported with the Underwater sites that the UWGIM mod added (before some were removed or edited, again IIRC). In that by adding lots of rubbish low level sites, that might indeed add "a nice bit of flavour" to the game, but in doing so caused regular sites that might actually be useful to players (ie. those that give gems) to become rarer, and thereby interfere with the amount of gems that players are used to finding in previous games. And indeed actually punishing players (due to it replacing a regular site) for finding one of these new sites. Since nobody should think of these new holy sites as being "extra" sites, as that's not how site distribution works in the game, as it is more accurate to view these new Holy Sites as being "replacements" to the regular site you would have otherwise found anytime you find one of these new Holy Sites.


It's too late to remove the mod now that nations are selected (almost entirely due to the new spells it adds), but I highly suggest that the section of the mod that adds new Holy Sites be removed from the mod for this game**. Since I can't see how anyone could be relying on these sites, or the units they give, as part of their strategy. And I for one have no interest in recruiting units like Pilgrims, Followers, Monk, High Guards, or any of the vast majority of rubbish that these sites contain. Please give me +1 gem instead any day of the week.

As if I want Indy-type troops like the ones 80% of these sites produce, then I'll recruit regular Indy troops like I do every game I want them. And as most players know, the "recruitment window" for almost all Indy troops is within the first 20 turns at best. And you will need a big bless to really use any of the sacred troops over regular troops, but in that case you almost certainly have national sacred troops anyway for your bless (unless you're a nut job who takes a big bless without any national sacreds to use it on). So all that these extra units from these sites really mean is you have about 10 turns to use them at most, and then for the rest of the game, instead of having a site that could have been giving you gems, it is in fact costing you gems (in lost gem income) by even existing in the first place. (as it took the place of a regular site you would have otherwise found instead of it)


I'll say this yet again, "more does not equal good", and the chance of finding more rubbish sites certainly doesn't enhance a game of Dominions for me. As I get my enjoyment from playing the game, and not from seeing "a nice new unit that looks pretty, but I won't ever use because it's useless". Mod creators do a wonderful service to the community, but sometimes in their excitement to add new things, they forget how the actual mechanics of the game works (ie. Site distribution, AI spell casting), and sadly as a result, their mods can sometime affect the game in a negative way. And creating new sites, even more so than creating new spells, is definitely a case of "more does not equal good". Especially if the new sites are rubbish, as in this case there's no such thing as "I know, I'll add a few extra low level sites for fun and flavour, since that won't do any harm ", as it does do harm if you know how the game works


** (and the idea of new sites sent back to the drawing board for the mod itself. Maybe make sure that each site at least gives "something" rather than just new units. Even if it's just +1 gem or +50 gold. Players should generally be happy to find sites, not annoyed, and I was distinctly annoyed to find almost every new Holy Site when I was testing the mod).

-----

And I apologise for all the whining I'm doing, but when I plan to (potentially) invest several months into a game, I don't like the thought of that time and effort being wasted due to experimental mods, or mods that screw with the core mechanics of the game and alter how it plays (such as mods that add spells and sites). Since I'm afraid the more my competitive instincts are increased by the thought of playing a good game with a good group of hardened players, the more my willingness to be a mod testing lab rat goes down.

Anyway, rant over, please resume your day Map hopefully on the way in a few hours.
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