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  #51  
Old June 28th, 2008, 09:32 AM

thejeff thejeff is offline
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Default Re: Countering Master Enslave...

That's not bad for the abusive end game spells, but could be irritating to apply to the less potent early game ones. I'm particularly thinking Divine Blessing. Fanaticism and the various national undead buffs as well.
You could just exempt them, I guess.
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  #52  
Old June 28th, 2008, 10:55 AM

zlefin zlefin is offline
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Default Re: Countering Master Enslave...

Is the problem some of the endgame spells in general or master enslave in particular?
If it's just master enslave; then just address the issue in the simplest way possible: changing master enslave.

If it's in general; then i'd like a full list of the offending spells to deal with.
Perhaps the problem lies with spells that are battlefield but only hit enemies? changing such to high aoe might cover it.

It sounds like many of these issues could be addressed by spell modding easily enough.
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  #53  
Old June 29th, 2008, 01:51 AM
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sansanjuan sansanjuan is offline
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Default Re: Countering Master Enslave...

Quote:
Twan said:
For me the ideal system (for dom 4) would be an individual initiative based on ap, or better on a new initiative stat for commander/mages, a little drn for some randomness, a *little* bonus for the defenders (and attackers with adequate survival skill) based on province terrain (so they finally start to matter), and a malus for mages based on the level/requirements of the spell they intend to cast.


I like your train of thought Twan. One based purely on AP +rnd would be very nice. Certainly there would be debate on whether it would be base AP, base AP+ any "natural" quickness or as above + spell casted quickness + magic items...
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