.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
  #91  
Old March 13th, 2008, 07:45 AM

Digress Digress is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
Digress is on a distinguished road
Default Re: Tartanians

Returning to the "make Tartarians a little bit unpredictable" theme.

Maybe some of them should be heretics - though by the time they are available in the game this will result in micromanagement rather than anything else but I reckon it makes sense.

Raise to dead god - well it may attract followers and reduce your pretenders dominion.
Reply With Quote
  #92  
Old March 13th, 2008, 08:50 AM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Tartanians

The idea of insane tartarians is fun and thematic but would add even more randomness in endgame if it works like standard insanity.

Actually the lucky guy getting some tartarian commanders (20N discount to use them) without too many afflictions can have an huge advantage. With random insanity in addition a lucky player will have one more huge bonus when other's tartarians become mad.

So I'd prefer a not too random system, with choices giving more chances to keep control or not (an idea : special insanity with % based on gem value or research level of items carried ; the more a tartarian recieve high level items the more he feels powerful and risks to become unleashed and claim godhood for himself). Then it becomes a strategic choice to take the risk and gear a tartarian with artefacts etc..., or use them with just their built in items to be sure to keep control (but making them more vulnerable of course).
Reply With Quote
  #93  
Old March 13th, 2008, 09:19 AM

kasnavada kasnavada is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Toulouse, France
Posts: 579
Thanks: 2
Thanked 12 Times in 6 Posts
kasnavada is on a distinguished road
Default Re: Tartanians

Quote:
the more a tartarian recieve high level items the more he feels powerful and risks to become unleashed and claim godhood for himself)
Actually, using this for every unit and commander in the game might be even funnier than leaving it only for tartarians...
__________________
Often I must speak other than I think. That is called diplomacy.
* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
Reply With Quote
  #94  
Old March 13th, 2008, 10:28 AM

CUnknown CUnknown is offline
Captain
 
Join Date: May 2004
Posts: 947
Thanks: 1
Thanked 0 Times in 0 Posts
CUnknown is on a distinguished road
Default Re: Tartanians

Perhaps a relatively easy fix would be to just make all of them (or maybe 99%) non-commanders. The only really rediculous deal is when they pop out for only 10 death, being fully commanders with spells. If you have to GoR them, all of a sudden they are really not insanely cheap anymore, so being conjuration-9 after all, I don't see much of a problem with them.
Reply With Quote
  #95  
Old March 13th, 2008, 10:54 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: Tartanians

I think that the problem is that they are really good for high levels of Death and Conjuration, and there isn't something similar for other paths of magic and research. Conjuration 9 should be quite strong, but enchantment, alteration and the others should be at least equally powerfull, not so behind.
Reply With Quote
  #96  
Old March 13th, 2008, 11:11 AM
Jazzepi's Avatar

Jazzepi Jazzepi is offline
Major General
 
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
Jazzepi is on a distinguished road
Default Re: Tartanians

Lets see enchantment 9 has...

Arcane Nexus and Gift of Nature's Bounty

Alteration 9 has...

Army lead/gold, wish, utterdark

Jazzepi
Reply With Quote
  #97  
Old March 13th, 2008, 11:42 AM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: Tartanians

Exactly. It is rather comparing tartarians to summons from other schools. For example nature summons, that are well... pathetic?

I just wish there were more 8 and 9 level national summons. I really don't understand why T'ien Ch'i does not have 4 Dragon Kings.
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #98  
Old March 13th, 2008, 12:34 PM

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: Tartanians

So, if all the schools have something strong at level 9 then what is the problem? If you have death go for Conj, if you have nature Enchant, earth alteration....

You do not need to balance tartarians against all the other summons, but death/conj9 to the other magic/schools9.
Reply With Quote
  #99  
Old March 13th, 2008, 01:46 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Tartanians

> I really don't understand why T'ien Ch'i does not have 4 Dragon Kings.

I really don't understand why T'ien Ch'i does not have 8 dragon kings

I would guess that it depends on me making stuff. I tend to focus on one nation at a time. Since national summons was new in dom2 most nations didn't have many at that time. T'ien Ch'i got some, but not that many. Those that they have are still quite ugly, and I wouldn't have problems coming up with a dozen or two new national summons for them. It's basically a matter of what I prioritize and what inspires me atm.

Besides working with Gath I have flelt like making some new japanese critters, mostly because I feel I didn't make enough of them. THere are several that I feel are missing.

T'ien Ch'i is in the same boat, but I have not thought too much about them.

Machaka need more attention as well, both with their existing troops and should get some new summons and two new eras.

The vanir and the jotuns are still behind in the national summons race and should be looked over. I find it annoying that the old norse nations have recieved less attention than most other nations.

There should be more middle eastern summons. There are plenty to use.

There should be national blood summons based on nation. How thematic are devils in a far eastern setting?

There is clearly room for more Zoroastrian beings apart from the spentas and yazatas.


I would not mind having them all, but it will take a while, and all will not happen.
__________________
www.illwinter.com
Reply With Quote
  #100  
Old March 13th, 2008, 02:40 PM
B0rsuk's Avatar

B0rsuk B0rsuk is offline
Second Lieutenant
 
Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
Thanks: 0
Thanked 15 Times in 4 Posts
B0rsuk is on a distinguished road
Default Re: Tartanians

Kristoffer: I think LA Atlantis deserves some better underwater recruitables. At the moment they have some coral light infantry and Consort. Don't forget they supposedly made a pact with a dark god to lead them back into the sea.. But current situation almost discourages players from pursuing underwater provinces. I think LA Atlantis should get something special from underwater castles. Or at least an amphibian summon that can only be cast underwater.
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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 04:59 AM.


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