.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 1st, 2010, 02:55 PM
sansanjuan's Avatar

sansanjuan sansanjuan is offline
Captain
 
Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
sansanjuan is on a distinguished road
Default End game diversity mod

The "vote" thread got me thinking (unusual)..

I really like the new end game diversity mod. It's been out long enough that others may have comments too. Suddenly decent mid/late game summons for non-death nations. My experience is still early. Anyone gone late game with it? How did it compare to the classic tart factory end game?
ssj
__________________
"I think, therefore I am" - René Descartes

"I yam what I yam" - Popeye
Reply With Quote
  #2  
Old December 1st, 2010, 02:58 PM

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: End game diversity mod

it has added a whole new dynamic to the lategame i would say. for example in the Troubling Times game on the faerun map, several nations have or could have tarts, but they are only one aspect to their arsenal, and are comparable to ember lords as sc, but shishis, zmeys, wendigos, and asynja are all seen across the map. its a very intersting game. i think the EDM is one of the best mods to come out in terms of improving gameplay since.... well cbm i guess
Reply With Quote
  #3  
Old December 1st, 2010, 03:23 PM

Duncan_Frost Duncan_Frost is offline
Corporal
 
Join Date: Mar 2008
Location: Somerset, England
Posts: 87
Thanks: 5
Thanked 4 Times in 2 Posts
Duncan_Frost is on a distinguished road
Default Re: End game diversity mod

I love the idea of the mod, since one of the main draws of Dom3 for me was the promise of '1000+ units!' and then it turns out only about 20 of them get used in the end-game. So having more diversity is a great thing!

The only problem is, I really dislike the sprites
__________________
Reply With Quote
  #4  
Old December 1st, 2010, 03:27 PM

Redeyes Redeyes is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
Redeyes is an unknown quantity at this point
Default Re: End game diversity mod

My complaint is that it moves the game even more towards summons; national troops, and even independents, are underutilized.

I'm still out on if it's well balanced or not, but I really think it adds to the game.
Reply With Quote
  #5  
Old December 1st, 2010, 03:44 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: End game diversity mod

Well it is an EndGame mod. The Dom game was meant to go from armies to magic. But I dont worry about balance or game "fixes" . I like that it adds to the game. BTW There is also an earlier Elementals EndGame mod.

I like playing solo games with SingleAge, Mytheology and Immortal Pretenders and Nova Deus (more gods), Worthy and Epic (more heroes), CPCS (more spells) the Magic Sites mod (more sites), Elemental End Game and End Game Mod (more bigger monsters). And then maybe fill the nation slots from 73-95 with modded nations.
AND THEN RUN THRU THE CHAOS PROGRAM MUHAhahahahahaa!
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #6  
Old December 1st, 2010, 07:37 PM

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: End game diversity mod

Ooh cool, a feedback thread!

I'm very pleased that a lot of people seem to like the mod and it's become quite widely used. Oddly I feel that I haven't heard that much about people's experiences with it, so any feedback is very welcome. Balance thoughts are great, but I'd also love to hear any little stories people have about using the summons. Even "I summoned a Zmey, and it did a great job of killing Helheim's armies, until finally he took it down with a specially kitted Hangadrott" or something is really lovely to read for a modmaker!
__________________
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
  #7  
Old December 1st, 2010, 08:20 PM

TheConway TheConway is offline
BANNED USER
 
Join Date: Sep 2010
Posts: 84
Thanks: 5
Thanked 10 Times in 4 Posts
TheConway is on a distinguished road
Default Re: End game diversity mod

The mod is pretty cool, but tbh there will never be a replacement for tarts until/unless they are no longer the most efficient way to diversify. Reducing the paths on Asynjas, Krakens, Cyclops, and Rocs was a step backward IMO, as in order to truly provide an alternative to tarts, the summons need to at least provide some diversity.
Reply With Quote
  #8  
Old December 1st, 2010, 10:20 PM
Baalz's Avatar

Baalz Baalz is offline
Major General
 
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
Baalz will become famous soon enough
Default Re: End game diversity mod

Quote:
Originally Posted by llamabeast View Post
Ooh cool, a feedback thread!

I'm very pleased that a lot of people seem to like the mod and it's become quite widely used. Oddly I feel that I haven't heard that much about people's experiences with it, so any feedback is very welcome. Balance thoughts are great, but I'd also love to hear any little stories people have about using the summons. Even "I summoned a Zmey, and it did a great job of killing Helheim's armies, until finally he took it down with a specially kitted Hangadrott" or something is really lovely to read for a modmaker!
I prophetized a Grendlekin with a N8/E4 blessing and GoH up, gave him a ring of regen (and full other gear as well) totaling 360 points of regen on 1440 hps in dom 10. Armor of souls + MR charm = 32 MR with a 29 protection. I'm considering empowering him in nature which will give him even more regen and more importantly elemental fortitude to bring him around to just about unkillable. This dude laughs off multiple gifts from heaven hits in a round!

I've also used several cyclopses quite economically. Same game and blessing, shrouds of the battle saint + messenger boots, then send them out with earthpower + fireshield + phoenix pyre, they're pretty darn nasty at clearing non-scs. Waded through a bit over a thousand LA Ermorian undead with 3 or 4 of them, though disintegrate spam did ruin my day a few turns later.
Reply With Quote
  #9  
Old December 1st, 2010, 10:22 PM

Finalgenesis Finalgenesis is offline
First Lieutenant
 
Join Date: Jun 2010
Posts: 732
Thanks: 65
Thanked 17 Times in 15 Posts
Finalgenesis is on a distinguished road
Default Re: End game diversity mod

Agree with Conway.

Judging from the reduction of paths on the EDM stuff, I think the intention isn't actually to provide an alternative to tartar endgame but rather just to give more options for mid - midlate games, and choices for non-D gem summonable SCs. Content wise, more options and outlet for other gem type is a great thing, even if they can't compete with tarts.

Tartars are a one size fit all answer, they have huge toughness to SC, but most importantly their godly pathing, they can SC, ritual, forge, battlecast with equal aplomb and versatility. Whereas EDM summons are usually focused on SCing, their light focused magic path is designed to give them just enough to self buff and SC, and even the higher end EDM SCs can't beat the many viable combat pathed (much deeper pathing) tartarians, or either lack their mobility.

Looking at it from the angle that EDM's isn't about giving competitive alternative to Tarts but possible options for other gem types, it's a great mod.
Reply With Quote
  #10  
Old December 3rd, 2010, 05:03 AM
Jack_Trowell's Avatar

Jack_Trowell Jack_Trowell is offline
Second Lieutenant
 
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
Jack_Trowell is on a distinguished road
Default Re: End game diversity mod

The problem for me is that I think that Tartarians are too cheap and should not be used as reference.

For me this mod feels like if we had "resolved" the gem generators problem by modding (if it was possible) more of them so each player can make lots of them with whatever gems/path the got.

I Think that elemental royalty and other uniques should be the base inspiration for SC chassis: if it is non unique, make it eitheir weaker, or cost more (50+ gem for a correct SC chassis)

Such a mod would means increasing the cost of tartarians *greatly*.

The problem is that the spell is so cheap because it is supposed to take into account the problems with tartarians:
- shattered soul
- start with afflictions
- you get one random unit among several, you cannot choose the one you really need or want
- often start as a unit, so you need to cast Gift of Reason to get a commander

The last one if one of the main problems: with GoR, you need to add a N gems cost to the tartarian (as well as the mage-time of the caster), so the SC cost more.

The starting afflictions can be a pain, but if you happen to have the chalice or Gift of Health cast, it donesn't matter anymore.

The other problems start to fade into nothingness when you realise that you can summon them in great numbers thanks to their base cost, and even a simple units they are great for the cost if massed.

Some possible solutions (we might need to use several of them):

- cost increased to 40+ D gems, this would make the spell hard to mass as much, it would still be usefull, but you would be more likely to look first for alternatives if you can.

- make the spell always summon a commander (and increase the cost), or make it always summon a simple unit, so the need to cast GoR is garanteed and the spell cost can take it into account

What I would like would be for the late game to be around a few SCs, lots of thug, and some national units, instead of a race for who can get the most SCs.
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
Reply With Quote
The Following 2 Users Say Thank You to Jack_Trowell For This Useful Post:
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 09:55 AM.


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