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Re: What it will take for me to purchase Dom III
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Non-mindless commanders, maybe units too, should have some kind of an upkeep cost though. There isn't any reason to use national units over summoned ones. It would be nice to have a reason to do what I've been doing all along. http://forum.shrapnelgames.com/images/smilies/happy.gif In Master of Magic, only national units could become experienced. This might work in Dominions as well. Creatures like Devils should have to fight for their first star as much as the Velites fight for their third or fourth, as the trident-wielders have already fought for centuries in the depths of Hell from where they were summoned. |
Re: What it will take for me to purchase Dom III
Well, flavour is important, but game mechanics are more so. There should be some restriction, and it is not too hard to come with explanations, e.g.:
Again, the restrictions for national troops are plenty, thematic and useful, but summons are a bit out of the way. I am not saying though that ALL summons should require upkeep - wolves already need food, mechanical men need resources to heal, etc. - but a bit of variety cant hurt the game, can it? http://forum.shrapnelgames.com/images/smilies/happy.gif --- I agree on the experience issues, as I wrote in an earlier tread months ago, experience for national troops should be enhanced. Luckily, mindless troops do not get experience already... |
Re: What it will take for me to purchase Dom III
i was thinking of something like that, maybe summons cost gems to maintain, and will either
A:slowly drain your lab supply B:Drain commanders held supply if no lab is present or C:slowly decay/lose health overtime this would be a realatively small amount (a percentage of summon cost perhaps) and although would trouble small amounts of summons would easily start to cripple players with large amounts of said creatures unless they clam in which case they will have a big advantage wether this rule exists or not (and clamming hopefully will be harder in dom3) |
Re: What it will take for me to purchase Dom III
I do not oppose clamming, since it isnt an issue if your games are finished by turn 50-70. The current balance mod is way to restrictive in that respect imho, e.g. as Machaka I had real trouble to forge a few fever fetishes to keep my "flaming arrow" archers hords going without the managing hordes of scouts shipping gems...
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Re: What it will take for me to purchase Dom III
just as a little off topic note how would a flaming windguide combo work? just wondering . and yes although not a problem on small games they generally dont tend to get summon heavy so........
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Re: What it will take for me to purchase Dom III
That combo works quite well. Tho I think only Arco can reasonably implement it.
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Re: What it will take for me to purchase Dom III
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I think that base income should be increased, not effectiveness of scales. Of course, if base amount of gold/resources was higher, scales would get you more, too. But I don't like the concept of scales being a requirement for decent conventional army. |
Re: What it will take for me to purchase Dom III
I think that lowering the price of national fighting units (not mages) can make armies of normal troops more of an option.
After all, there are some pretty powerful national troops almost for all the nations. For example a mod that halves the cost of all recruitable fighting units. (almost equivalent to doubling the cost of all summons, except that mages are doubly more expensive which further hardens the requirements for summons) |
Re: What it will take for me to purchase Dom III
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Re: What it will take for me to purchase Dom III
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And I don't see where I suggest you would have to pay additionally in scales if you want to build a conventional army. After all, you have use decent scales to do that with the basic settings already ... On the other hand, it's not so much about making positiv scales better, but make negative scales more costly. Atm, lots of people go for negative growth and negative productivity to feed the points into high magic / double bless strategies. IMHO, death scale should really hurt. And as there are only random events to kill pop but no to give free pop, having real high growth-%tage with positive scale wouldn't hurt either. concerning troop cost With troops costing only 10 gold, there's only so much you can do about the pricing ... qm already made lots of troops 20% cheaper in his complete balance mod, and I like the changes. But there's not much room if you want to differentiate between milita, light, heavy infantry and special elite troops ... . |
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