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July 14th, 2008, 03:02 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Things I would like changed
A way this could work, somewhat, would be if mages could be linked individually to spells that only they themselves could cast. So that when the nation as a whole researches say Thaumaturgy 6, your specific mage type (sorceress Suzie, let's say) gains a special spell that only unique sorceress Suzie can cast, above and beyond what generic mage Bob and all the other generic mages can cast, even if they have the same paths as Suzie. It would be sortof like weapons, where you assign general units an axe, for instance, but you assign a hero a special, unique axe that nobody else gets-except this axe only appears when a certain research prerequisite (which could still be 0) has been met.
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You've sailed off the edge of the map--here there be badgers!
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July 14th, 2008, 03:29 AM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: Things I would like changed
I would get crazy staying behind that ^_^
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IN UN LAMPO DI GLORIA!
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July 14th, 2008, 01:40 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Things I would like changed
Ability to transform Earth gems to resources.
Riches from Beneath as a dome-like spell that lasts for a number of turns, Alchemy option for transforming Earth gems into resources or a spell that takes, say, 20 Earth gems and gives the province in question 600 extra resources for next turn (unused resources are wasted). 30 resources per Earth gem is a hefty amount, but you also need to spend some money for the spell to be of any use.
I'm not sure how it'd work, but I think the spell would only give 300 resources in non-castled province. Still enough to recruit dozen indy heavy infantries or a handful of knights.
I like the last option most. It'd have to be an early spell, perhaps in Construction or Alteration. Construction 3 would be nice boost to MA Ulm in an early game: it'd basically drain their whole Earth gem reserve for two dozen heavy infantries or about 10 knights, and it would be useful in late game if an army was hit by Acid Rain and its armor destroyed.
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July 18th, 2008, 12:50 AM
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Captain
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Join Date: May 2008
Posts: 855
Thanks: 107
Thanked 28 Times in 21 Posts
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Re: Things I would like changed
One other thing that I would like is "road building". What it would allow your troops to move thru forests/ hills without penalty. One sexier version would be called "infrastructure" that would do the same and increase the production/ money of the province. These spells would be national, based on the roman influence of the races that could cast it. Bwaha
__________________
Always forgive your enemies; nothing annoys them so much.
Oscar Wilde
He who laughs last didn't get the joke.
Saber
Alcohol and calculus don't mix. Never drink and derive.
Socrates used to say, the best form of government was that in which the people obeyed their rulers, and the rulers obeyed the laws.
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July 18th, 2008, 01:23 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Things I would like changed
Dom:PPP Pythium had a special ability that allowed its troops to move farther than other nations' troops. I don't remember how movement worked back then; it might have been mapmove 1 for infantry and mapmove 2 for mounted units. Pythium built roads, and I think their armies could move one province farther than other nations.
DomII replaced that mechanic with unit-spesific mapmove value.
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July 18th, 2008, 09:07 PM
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Sergeant
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Join Date: Oct 2003
Posts: 262
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Things I would like changed
All flyers and Pythium units had move 3, everything else mobile had move 2. The only terrain types were land and water, with water move capped at 1.
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