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-   -   The aging "system" (http://forum.shrapnelgames.com/showthread.php?t=28755)

NTJedi May 11th, 2006 09:00 PM

Re: The aging \"system\"
 
Quote:

Tyrant said:
I believe that there are 8 turns to a year in DomII, so that's just 12.5 years for a 100 turn game if the same scale is used in 3. At that rate it seems like very few units would really get hit by major aging effects, mostly early game lab mages.

Well we won't know for sure until after a few games... I remember playing a pirates game on the PC where as soon as your pirate captain turned 30... he'd become really crappy which forces you into retirement.(not much fun)

There might even be a way to disable aging... or a way to adjust the aging timeline... only time will tell.

Ygorl May 12th, 2006 03:08 AM

Re: The aging \"system\"
 
It would be interesting (but stupid?) if there was some possibility of, say, an early-era game turning into a middle-era game after a while... New troops for everyone to buy, etc...

Daynarr May 12th, 2006 04:16 AM

Re: The aging \"system\"
 
I'm sure there are some items and spells that will prevent or even reverse aging.

DominionsFan May 12th, 2006 08:14 AM

Re: The aging \"system\"
 
Quote:

Daynarr said:
I'm sure there are some items and spells that will prevent or even reverse aging.


Yeah that would be awesome. I mean there will be probably items/spells what will make your soldiers older..so... http://forum.shrapnelgames.com/images/smilies/cool.gif

silhouette May 12th, 2006 03:12 PM

Re: The aging \"system\"
 
Hmmm, I see notes there that say:

* Ageing is worse when under a death scale.
* Gift of Health halves speed of aging.
* Decay causes rapid aging.
* Aging less disastrous for long living people.


also, we know it affects stats, and either creates or affects afflictions (rates?)

* Age penalty printed among bonuses.
* Some old age stats were printed incorrectly.
* Limit on starting age afflictions = age penalty +1. [...]
* Commanders starts without old age afflictions


and if you don't like it,

* 3 new mod commands for age control.


Sill

ioticus July 5th, 2006 01:38 PM

Re: The aging \"system\"
 
I'm not too crazy about this aging idea. I mean, c'mon, we already have hundreds of ways a unit can die/gain afflictions without factoring in "natural causes." But maybe it will play better than it sounds on paper.

Kristoffer O July 5th, 2006 07:50 PM

Re: The aging \"system\"
 
> I'm not too crazy about this aging idea. I mean, c'mon, we already have hundreds of ways a unit can die/gain afflictions without factoring in "natural causes."

Ageing will be most noticable when you get magically aged (and that is not a natural cause).

> But maybe it will play better than it sounds on paper.

Don't count on it. You will be severly annoyed when your old mighty mages get crippled from old age. BTW did I say that we like old people http://forum.shrapnelgames.com/images/smilies/happy.gif

Wick July 5th, 2006 11:32 PM

Re: The aging \"system\"
 
I'm happy as long as the heart failure rate is factored into the cost. Hey, do women live a bit longer?

Fate July 5th, 2006 11:40 PM

Re: The aging \"system\"
 
What about your pretender? If your pretender ages, well...

Agrajag July 6th, 2006 04:31 AM

Re: The aging \"system\"
 
Do aged mages have a higher chance of recieveing a "Broken Hip" afflicition?


And will you get a nice message in the message window saying "Ferdinand the astrologer has slipped and fell in the tub and broken his hip. Unfortunately, a treatment for broken hips has not been invented at the time, and so Ferdinand will be afflicted forever"?


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