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Re: Patch Improvements
didnīt know of the downgrade done so far. I was talking about the spell. even then the bonuses are an unneeded plus.
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Re: Patch Improvements
One improvement that would really be nice : An option to _not_ have any mercenaries show up for the first 10 (or X) turns. An awful lot of Dom2 games had to use "no hiring mercenaries the first 10 turns" as a house rule, just because early game mercs could be so imbalancing.
And it's looking just the same with Dom3 : the nation that gets the first mercenaries is often getting the first three or four mercs, because of the leg up on expansion & thus gold income it gives. And it should be trivial to implement, along the lines of : IF NoEarlyMercs AND TurnNumber LESSTHAN 10 ...SkipMercenaryCheck ELSE ...CheckForMercenaries The mercs are wonderful for SP games, but can add too much of a luck factor to MP : getting a full 20-60 temporary troops in place of 3-10 regular troops is a huge boost. |
Re: Patch Improvements
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Re: Patch Improvements
well, if you have unit with 2 or more attacks they get multiplied by 2 and each attack gets you a +3 attack. and more defense (+3) thereīs no reason not to cast it in a SC or thug, better if itīs the mass quickness (quickening?) in a group of units with multiple attacks.
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Re: Patch Improvements
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This is Water version of Luck. Not Body Ethereal, but Luck. A considerable bonus good against almost everything but, on its own, not enough against powerful opposition. |
Re: Patch Improvements
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That said, I've already loudly noted my wish for the blood-slave pooling command. How easy it'd be to implement, however, I can't say. |
Re: Patch Improvements
Is having a reason to cast a spell a bad thing?
Quickness is already nerfed by no longer allowing 2 spell castings on the same turn. It most certanly doesn't need another nerf. |
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I'm not convinced that this is -enough- balance, mind you. But it's a thought. |
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It's a powerful spell for water magic that generally lacks powerful spells. |
Re: Patch Improvements
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