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  #51  
Old April 17th, 2008, 09:22 AM

Forrest Forrest is offline
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Default Re: Poison weapons

My words don't mean to you what they mean to me, accept that.

Politically correct mean "I have to do it your way"

I play the no indie mod much of the time. But I get so angry because I want my army of barbarians. I want to stop elephants with wolf warriors. However it is easier not to, sometime.

I like a stupid messed up game I can just toy around with. I don't want to be up against perfect playing killing machines all the time. I want you to be able to mod it the way you want. I'll even play your mod a time or two. But I want to be able to turn your mod off and play around in a simple easy going world.

What I am saying is go for being allowed to mod what you want not hardwired in so slobs like me can just have fun with neat toys.
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  #52  
Old April 17th, 2008, 01:22 PM
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sector24 sector24 is offline
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Default Re: Poison weapons

A lot of the high tech examples you have used (while totally awesome) are not poisons. Bullets with pepper spray or noxious fumes at just the modern day "stinkpots" of old. Ancient cultures used hollow clay balls instead of stones in their slings. You could fill the clay ball with somthing like lime, or sulfur (brimstone). This is represented in Dominions with the poison slingers from C'tis.

Poisoned arrows are a whole different ballgame. The easiest way to poison your arrow was to find a poisonous plant or an animal like a snake, milk it, and apply some of the venom to the tip of your arrow. Obviously this requires the poison to enter the bloodstream in some way, so you have to hit the target (dealing at least 1 point of damage).

I would think there would be very few contact poisons available, even in the fantasy world. Even if they were available, something like cinnabar smeared on an arrowhead wouldn't necessarily envenom the target if the arrow glanced off his shield or armor. It certainly wouldn't have any effect in the middle of the fight.

The whole realism vs. fantasy argument aside, poison arrows are supposed to be different from slings. It would make sense that they need to deal at least 1 damage to inflict the poison. Or maybe a wizard did it, in which case arrows should cast Foul Vapors or Poison Cloud when they strike the ground.
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  #53  
Old April 17th, 2008, 03:09 PM

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Default Re: Poison weapons

I understand what you are saying just like you understand what I am saying.

In one of the first "God" games, Populous, the developer could not figure out how to do some things so he left raising and lowering the landscape to the players as he was not good enough to get it to work right. That was what ended up making the game legendary and a top seller.

I am saying I don't care if it is a mistake or a planned thing, or "sensible" to you. I like what it looks like when the arrows are falling. When the stupid little green numbers are rising up. I like all the extra damage it does.

All this offends you for some reason that I don't care about. Mod it so it is sweet to you and everyone you play with. I want you to have what you want. UNDERSTAND? I want your arrows to have to hit to poison. Mod it.

So let me have my green numbers floating up for what you think are the wrong reasons and we will both be happy.

Nerfing is so wonderful in that every MPer is on a even playing field. I think I am safe is saying those of us that play the AI most of the time like to have neat, interesting quirks that we can exploit to our advantage. I bet a MOD to bring back some of the nerfed things would be on many players machines. There are times when people want to sit back, drink a beer, and have a little fun without having to reach for that perfect style of play. Being perfect gets boring after a while.
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  #54  
Old April 17th, 2008, 04:07 PM

thejeff thejeff is offline
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Default Re: Poison weapons

Right, don't fix any bugs, don't make any changes, someone might like it the way it is.

And any changes can be modded anyway. (Well, except no one seems to have come up with a way to mod this, but we'll ignore that.)
So forget patches, except maybe new content, but that can be modded as well and maybe someone likes only having the original nations...

Sarcasm aside, I don't think this is being raised as a balance issue. It's not a matter of nerfing something that's intended but too strong. This is something that doesn't work as expected or, apparently, as intended. It's not a nerf. It's a fix.

And why can't the SP players make and use the mod? It's easier for one person to agree on a mod than for a whole group.
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  #55  
Old April 17th, 2008, 04:10 PM

Sombre Sombre is offline
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Default Re: Poison weapons

We can't mod it. If it was changed by KO in basegame it would be possible to mod it back to the way you like easily though, using #secondaryeffectalways.

I don't understand what green numbers have to do with anything, since no-one is suggesting poison should be removed from the game. If you really like them that much you could write a mod giving all units #onebattlespell "Foul Vapors". You'd get lots of green numbers.

That last paragraph of yours is very telling. But the issue here is poison missile weapons. Nothing else. Believe it or not it's possible to like fun and beer and SP dom3 and still want them fixed.
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  #56  
Old April 17th, 2008, 04:42 PM

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Default Re: Poison weapons

Quote:
Sombre said:
We can't mod it. If it was changed by KO in basegame it would be possible to mod it back to the way you like easily though, using #secondaryeffectalways.

Now that is a very good point. Which makes a few things clear to me.

Oh well, if that's what it takes to make everyone happy that's life. I'll end up having to learn how to mod if I want the poison bows to remain as effective as they are now.
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  #57  
Old July 7th, 2008, 08:03 PM

Sombre Sombre is offline
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Default Re: Poison weapons

I'm bumping this because I was talking about it in IRC and I'd love to know if it will ever be changed in the basegame or at least made so it can be modded in a future patch.

There are more important bugs and issues probably, this is just one of my bugbears (along with fort types).
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