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  #31  
Old October 3rd, 2003, 05:43 AM
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Nerfix Nerfix is offline
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Default Re: Curse...

Not to mention that Astral magic "...can affect the fates of men..."(a quote from Dominions I)...
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  #32  
Old October 3rd, 2003, 07:39 AM

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Default Re: Curse...

Quote:
Originally posted by Kristoffer O:
quote:
Originally posted by Pocus:
now that you speak of wishes, does the wish description in the code, relative to people or units teleported, has a corresponding keyword? None of the vets ever succeeded in bringing this description into play?

sidenote : new wishes exists in doms II ?
Huh? Please rephrase that question: relative to people or units teleported...keyword?

New wishes. I'm not sure. None recently, but it has been more than a year since we started and most stuff is quickly forgotten. It's more fun to play that way. You will get surprised and happy and all warm inside when you betatest the game.

sorry, non native english syndroma strike back

in the dominions I executable contains the textual descriptions of what the wishes does (the message sent to players). One of these Messages tell us that we teleported away units (something like that). So, is it a deprecated message, or does a wish exists which enable you to teleports away *enemy* units ?

Ok can be a secret that you dont want to share
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  #33  
Old October 3rd, 2003, 09:25 AM

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Default Re: Curse...

Quote:
Originally posted by PvK:

One idea might be to add a Remove Curse spell, but make it so expensive that it's only really desirable for roleplayers and pretenders
This is the best suggestion so far!

[ October 03, 2003, 08:25: Message edited by: Zerger ]
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  #34  
Old October 3rd, 2003, 12:42 PM
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Kristoffer O Kristoffer O is offline
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Default Re: Curse...

Quote:
Originally posted by Pocus:
sorry, non native english syndroma strike back

in the dominions I executable contains the textual descriptions of what the wishes does (the message sent to players). One of these Messages tell us that we teleported away units (something like that). So, is it a deprecated message, or does a wish exists which enable you to teleports away *enemy* units ?

Ok can be a secret that you dont want to share
I think this is the population wish. You get population from all around the world.
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  #35  
Old October 3rd, 2003, 02:51 PM

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Default Re: Curse...

Quote:
Originally posted by Zerger:
quote:
Originally posted by PvK:

One idea might be to add a Remove Curse spell, but make it so expensive that it's only really desirable for roleplayers and pretenders
This is the best suggestion so far!
but Pretenders, combat ones at least, are the first Deux ex Machina you will find against you, and as early as turn 15 or so. Often you will be able to bring them down only by piling on them afflictions. If they are cursed, it is doable. If they have their curse removed, then it will be far more difficult.
Before asking for a remove curse, be sure to confront a Nataraja or an Ice Devil on rampage. When he will have harvested 500 kills (your units!) you will perhaps be happy to have curse and afflictions slowing him down.
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  #36  
Old October 3rd, 2003, 02:58 PM

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Default Re: Curse...

Curse is the great equalizer, the spy that kills the mariscal (sp?) in Stratego, Superman's kryptonita. Gotta love it.
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  #37  
Old October 3rd, 2003, 03:04 PM

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Default Re: Curse...

Quote:
Originally posted by Zerger:
quote:
Originally posted by PvK:

One idea might be to add a Remove Curse spell, but make it so expensive that it's only really desirable for roleplayers and pretenders
This is the best suggestion so far!
I agree, we need a counterspell against curse. Either protection against curse or remove curse. IMHO a remove curse spell would be the best.
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  #38  
Old October 3rd, 2003, 03:27 PM

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Default Re: Curse...

>Curse is the great equalizer

Agreed. I can live without "remove curse" (a wish seems logical however, and probably easy to do with a patch). I must admit that Curse is very special : it never misses, it always targets the biggest unit (more hp) and MR offers no protection. I see no other spells like that.
Only solution I've found is to give *bigger* units to your pretender. In my first game I was able to completely avoid curse on my 20hp Medusa because she had vine ogres (43 hp) around her. If you have a 125hp dragon, try Blood Vines, Abominations or Iron dragons (nothing can save a 500hp Sphinx, I'm afraid).

But, well, that's an equalizer. Without Curse (or even if MR negates) it'll be _much_ harder to kill the biggest creatures IMHO, like Sphinx, Great Mother, FI etc.

And think positive : Curse only gives more afflictions and afflictions can be removed (hard to do but far from impossible).

Cheers
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  #39  
Old October 3rd, 2003, 04:10 PM
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Default Re: Curse...

Quote:
Originally posted by Sunray_be:
>Curse is the great equalizer

Agreed. I can live without "remove curse" (a wish seems logical however, and probably easy to do with a patch). I must admit that Curse is very special : it never misses, it always targets the biggest unit (more hp) and MR offers no protection. I see no other spells like that.
Only solution I've found is to give *bigger* units to your pretender. In my first game I was able to completely avoid curse on my 20hp Medusa because she had vine ogres (43 hp) around her. If you have a 125hp dragon, try Blood Vines, Abominations or Iron dragons (nothing can save a 500hp Sphinx, I'm afraid).

But, well, that's an equalizer. Without Curse (or even if MR negates) it'll be _much_ harder to kill the biggest creatures IMHO, like Sphinx, Great Mother, FI etc.

And think positive : Curse only gives more afflictions and afflictions can be removed (hard to do but far from impossible).

Cheers
I agree on this 100%.
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  #40  
Old October 3rd, 2003, 04:17 PM

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Default Re: Curse...

If there won't be a spell like remove curse, there must be a wish to remove it.
It is too easy to curse units, I think it would be good to have a remove curse spell still, or cursing should be very rare.
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