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Re: CBM 1.7 released
I don't think that's the main issue with gem gens. IMO, The main issues are:
A. invisible income -> other players don't know if you're a sheep or a wolf in sheep's skin B. Worse: clams+wish -> economy model is broken Last fort + strong army is a different issue in dominions root caused by defender-go-first rule. |
Re: CBM 1.7 released
It's intrinsic to strategy games that resources come from territory, and that territory can be attacked and must be defended. If you're able to put virtually all of your economy inside a single nigh-invincible fortress, a huge part of the game is essentially thrown out the window.
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Re: CBM 1.7 released
> Last fort + strong army is a different issue in dominions root caused by defender-go-first rule.
+100 Now, it would be just GREAT if Illwinter could make at least one more patch with just one more change: sieging army can put some extra effort after the walls are breached and destroy the castle completely. That way, defenders will actually attack ex-siegers who control the province now. Attackers dont get the castle (less benefit etc), but they actually have an edge in combat. >> Out of the window etc. It's also normal for strategies to have different ways of multiplying resources: through conquest or through investments in economy. By banning the investments strategy you throw a huge part of the game out of the window. ^^ |
Re: CBM 1.7 released
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Re: CBM 1.7 released
Good spot. Also the name of his sword is wrong (Nikatu's instead of Niklatu's).
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Re: CBM 1.7 released
I don't think the issue with gem gens is the invisible income, frankly I love that part, it's like turning off score graphs. And blood hunting doesn't show up on graphs either.
The problem is like stated above more clams more wishing part, which eventually ends up with a nation getting like 1000 free gems per turn. Heheh, doe clams Are limited in a way, you can only forge 50 gem gens a turn. :) Seriously doe, I love clams, but I consider them broken in certain games. I agree they should somehow be limited, which doesn't sound possible to be honest. The other things that is grossly broken is invading a fort full of immortals, to be specific vampires. That just isn't possible. :) It would be interesting if clams had horror mark ability, I wonder how that would affect their production..? |
Re: CBM 1.7 released
I would like to say I have been paying extensively with 1.71 and I nowthink QM is correct to nuke hammers in the sense that they make lots of things obligatory in a bad way. Quite brave and he deserves kudos.
But until we can item mod to make things 25% cheaper across the board, I don't know how balance is going to work. Right now it doesn't particularly. Looking forward to 1.8 In other news I think the archery nerf is annoying and selectively applied. It seems to have missed Sauromantia's poison archers for example. They have been upgraded to LB range? That seems fair. I found what appears to be a bug in worthy heroes where do I send it? |
Re: CBM 1.7 released
Might as well just post it here. On that note, the Fianna hero for Eriu (MN 1806) has 2 shields.
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Re: CBM 1.7 released
Bug: Bane blades - if the leader does not have undead leadership, the created soulless have to be left in the province. They should get some undead leadership, and it might make the item a bit more useful.
Some suggestions on Oceania: EA Oceania Triton kings should be made amphibian (or have a land shape), and kitted out with some equipment, so they could be thugged cheaper. Landshape on the Triton princes might also help. Both EA and MA Oceania could also use some recruitable (even if cap-only) S1 astral mage. |
Re: CBM 1.7 released
EA Rlyeh's what's their name - mind lords (?) should have tentacle attack, it's thematic, implied by their sprite and will fix the absurd route to one mindless undead near bug. This should come with a small price increase.
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