.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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old February 27th, 2008, 10:23 AM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Scales/bless changes you would like

Out of things that can actually be modded and things needing a full remake of the engine, what would you change in dominions ?

Personnally my list is :


Making all bless comparable to see more pretender diversity :

- Air level 9 bless : 75% SR is a too situationnal and very strange bless (with this gadget bless for the not extremely powerful air magic why fire don't give 75% FR nor water 75% CR instead of their superpowers?). I think a better bless effect for air already exists and is coded as the eagle warriors ability : first round fly (would be very useful for nations with slow sacred or wanting to attack before ennemy mages buff the troops, but still not overpowered at all compared to bless affecting stats or dammage).

- Blood level 9 bless : blood curse is a joke, it should be blood vengeance instead. If blood vengeance is too powerful I would say a blood vengeance with MR negates easily instead of MR neg.


Magic power secondary effects :

- water nations are too quiet in the seas, I'd give back the water mage power to lead troops underwater ! (eventually half the defense bonus to compensate) Or perhaps give it to air mages instead.


Scales :

All usually are less interesting than order and magic.

- production (there was a thread about that) should have another interest like reducing fort construction time or price

- the maximum number of events per turn should be made in relation with map size, to balance luck with order even for big empires on big maps ; once event are checked everywhere for a nation the best should be kept if the nation has a positive luck national scale (luck is the only scale losing global power if you conquer provinces out of your scales/dominion ; your order provinces don't lose income if you add some with turmoil)

- growth is only usefull in very long games and/or for old mages nations ; an additionnal cool effect would make it more interesting in all settings ; something like a mini gift of health effect (3% of curing affliction per growth scale ? or one bonus hp for national units ?) would be a good addition IMO
Reply With Quote
 

Bookmarks


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 12:02 AM.


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