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Re: patch 2.06 out
You must use the same mods in MP. If all agrees to enable 'Alexmod - Ulm' amd disable 'Alexmod - Marignon' the host can start a game with these mods.
The hosting computer is what really matters. If you try to play a modded game with a different mod on the client computer you will have either corrupted turns or false information i believe. |
Re: patch 2.06 out
Minor gripe: Pre-patch the arrow keys would auto-repeat when held down. Now they do not. This is one "fix" we could have done without methinks. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: patch 2.06 out
I seem to be having more problems with the Shrapnel web site as I can't get the patch download to show - I have had odd problems like this with it before. I've tried deleting all my offline content but all I can see on the dom2 download page is the different demo options and the SDL library. http://forum.shrapnelgames.com/images/icons/icon9.gif
If someone could email me the patch that would be great - my provider is not concerned with attachments. Cheers Keir [ January 12, 2004, 20:23: Message edited by: Keir Maxwell ] |
Re: patch 2.06 out
Try getting it from Avault:
http://avault.com/pcrl/patches_temp....tch=dominions2 [ January 12, 2004, 20:31: Message edited by: Jasper ] |
Re: patch 2.06 out
New 2.06 bug: You can recruit while under siege. The gold you spend is used. But the units mysteriously never show up. Where do they go? I'm looking in my recycle bin...
I was testing luck, and Pythium (only scale: misfortune 3) got attacked by knights on turn 8, who took the capitol (defense: 30, plus initial troops patrolling). Ouch! With no way to recruit, they're out of the game for good. I don't know if troop should be recruitable under siege or not, but the gold shouldn't be used if they don't show up. |
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http://wkti.listenerpoints.com/wkti/...learCache.html But having my own server has some advantages so if you want to use this to snag the Windows update feel free. http://www.techno-mage.com/~dominion/dompatch206.exe |
Re: patch 2.06 out
Black Forest, Hoburg and Trollheim
I think these are perfect. Black Forest is great to play with and a definate good choice for a theme. Hoburg and Trollheim are very interesting but not really theme material. Much better as mods. Thank You Illwinter. I think Black Forest has replaced my favorite "sneaking armies" choices of Pangea and Man(Tuatha) |
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New 2.06 bug: The deepest cave in the province can be found twice. I suggest the second one be called "The Second-Deepest Cave In The Province" http://forum.shrapnelgames.com/images/icons/icon10.gif
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I believe you get the gold back, but I'm not certain.
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2.06 Undocumented Features:
1) Pillage Bonus now has an icon! (as an aside - I thought Barbarian Lords were suppose to count as +25 men, but they just get a +5 bonus, same as Chiefs) |
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Fire susceptibility seems inconsistent. All liches, bog mummy, and mummies reanimated from HoF get it, but not mummies reanimated by Amon Hotep or Desert Tombs units (which are also mummified).
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Yay, Carrion Woods is playable now!
Sorta. I'll reserve the rest of my judgement as I play through it more. More than worth the wait. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: patch 2.06 out
I haven't had a chance to look at the new features in full but I do have a few questions.
1. Is there any plan to change the way orders work allowing some sort of fire and attack, or firing on the hold part of "hold and attack" or while not otherwise engaged on guard commander? My concern is Tien Chi Cavalry - particularily Barbarian Kingdoms. Is it intended that at any battle you either use them as lancers of archers or is there a way of getting around this I have been unable to discover? Mictlan - is there any plans to improve Mictlan? While I have achieved moderate success with Mictlan it was after many, many abysmal failures and was harder to achieve than dramatic success is with most other races. Part of what kept me trying was the hope that Mictlan would be patched and my cunning idea's would become more viable. If Mictlan (read Barbarian Kingdoms and Spring and Autumn) is finished as is it would be good to know so I can stop waiting and hoping. I find it hard to celebrate the arrival of new themes when we already have alot of new themes/nations and some of them seem to be badly in need of work. I lost alot of my designs to this patch and I'm not sure that I have gained many new possibilities. My two favourite nations remain bottom dwellers who struggle to utilise their thematic advantages (the two Tien Chi themes) and dual bless effect races have been slaughtered. Oh well I guess its time to take a break from playing anyway and put some serious work into the "War of the Rings" mod. Thanks for the mod capability - I do really appreciate what you given us with this. cheers Keir |
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Yes ! Thank you !
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Saber:
My first reaction to dom2 was to build lots of pretenders with over the top magic - two 9's being commen. Someone else described the two 9 combo as dual bless effects races and I picked up the name. Obviously paying for two 9's is really hard and you end up with really bad dominion scales. However you didn't suffer too much because order3 misfortune3 still gives you the money you need and safety from bad events - being so dependant on your home province makes the thought of flood really horrible. I can't imagine I will be playing order3/misfortune3 as its roughly the same as it was in dom1 and that was brutal. Basically its 120 design points gone from a very tight race design that is already playing with most scales at -3. Sure you can now play order0/misfortune0. Its scary in terms of events and only the best of the races will cope with the loss of income as the start can be hard with that little gold. At the bottom line its a cost benifit thing and its just looking alot more tempting to play with a 9 or 10 and maybe one 4. Still Neifel dual bless might be able to get by - now that I know the Woodsmen work well the race is alot more versatile. I'm not ruling out other posibilites reshaping but a large body of my previously successful designs are history. Many races will have been reshaped or trashed by this patch and the more radical designs will suffer worst. Sort of inevitable once it became clear that the order3/misfortune3 combo was so powerful. C'est La Vie - I had lots fun with extravegent bless effects while the opportunity existed. As for the Tien Chi themes nothing has been done to them specifically (the problem) but in general they have become a bit stronger as while turmoil/luck races haven't got better order races have got worse. While this is good the problems with them remain. I have done okish (ie not anything like one of the more powerful races) with BK but thats by relying on the foot arhers and spearmen not the barbarian horse the race should be defined by - and you are left a bit hanging as the game goes on and your early armies become redundant. I believe the horse need the ability to fire and attack to be used efficiently and at present they are a bit of a mockery of the Xiongnu they represent. Spring and Autumn was weaker than BK in my tests (in threads on the subject others had similar experiances) and the chariot mounted commanders with nothing to support them are very frustrating. Spring and Autumn China had large bodies of charging chariots according to ancients rules so why be so miserly on them in a fantasy? Cheers Keir [ January 13, 2004, 03:58: Message edited by: Keir Maxwell ] |
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This only means that you can no longer ignore one scale while reaping the rewards of another.
I don't feel this is particularly weakening, but I've never been a fan for making some ugly monstrosity of a pretender with 90% of my points into him. Even taking a 9 Path pretender sometimes makes me cring and wonder where I'm scraping the points up from. So that's more of a personal bias and I don't fault Keir's thinking for it. http://forum.shrapnelgames.com/images/icons/icon7.gif IMHO it makes for just as many options, just not as 'complete' in the mindset of some of the players (If I'm doing a blessing, I might as well go hog wild!) |
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It is one of those head first things and once you get you feet wet it looks different - sorta upside down http://forum.shrapnelgames.com/images/icons/icon7.gif . When I find myself with really strong scales I start to worry if I'm not being a bit to cautious/old fashioned. Dom1 is dead long live dom2! Cheers Keir |
Re: patch 2.06 out
>Originally posted by Keir Maxwell:
>I haven't had a chance to look at the new features in full but I do have a few questions. >1. Is there any plan to change the way orders work allowing some sort of fire and attack, or firing on the hold part of "hold and attack" or while not otherwise engaged on guard commander? Plans exist. >My concern is Tien Chi Cavalry - particularily Barbarian Kingdoms. Is it intended that at any battle you either use them as lancers of archers or is there a way of getting around this I have been unable to discover? >Mictlan - is there any plans to improve Mictlan? Considerations, yes. >While I have achieved moderate success with Mictlan it was after many, many abysmal failures and was harder to achieve than dramatic success is with most other races. Part of what kept me trying was the hope that Mictlan would be patched and my cunning idea's would become more viable. If Mictlan (read Barbarian Kingdoms and Spring and Autumn) is finished as is it would be good to know so I can stop waiting and hoping. Keep hoping http://forum.shrapnelgames.com/images/icons/icon7.gif >I find it hard to celebrate the arrival of new themes when we already have alot of new themes/nations and some of them seem to be badly in need of work. I lost alot of my designs to this patch and I'm not sure that I have gained many new possibilities. My two favourite nations remain bottom dwellers who struggle to utilise their thematic advantages (the two Tien Chi themes) and dual bless effect races have been slaughtered. Dual bless effect races slaughtered? >Oh well I guess its time to take a break from playing anyway and put some serious work into the "War of the Rings" mod. Good! >Thanks for the mod capability - I do really appreciate what you given us with this. Yore welcome http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: patch 2.06 out
a note about the patch and the changes done or not done... I was thinking that some of the weakest themes would get a little boost. There was a good amount of discussion regarding blood of humans for example, and it was in the end rather obvious that it lacked a bit compared to standard Abysia. That just a top of my head, but Return of the Raptor comes close. Themes add fun, but should somehow be on par - power speaking - with the main theme, or they will be restricted to single players play, where optimization is not of the upmost importance.
Whats more, tweaking a theme reckoned as slightly weak can be done in a matter of seconds. If you want a quick fix for blood of humans, *while* staying on the safe side of not giving him too much power, just add 25 design points when you take it. There is absolutly no chance it comes overpowered with that (in fact it should get 50 points, as you loose one heat scale with some additional capabilities). I hope it will makes in the second patch. Do you maintain a master list of changes? Thanks for your time. |
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I think a little more disturbing would be creating themes that are drastically more powerful as opposed to the normal themes (Read: Conq of the Sea with the Royal Navigators (2 Air, 2 Astral, 1 Random) ?! and the Chartmaker Communion Slaves as opposed to normal, Fires of Faith, or Diabolic Faith Marginon)
I need more time to look at it, but I'd hope they would do more balacing towards making the themes 'evenish' [ January 13, 2004, 10:29: Message edited by: Zen ] |
Re: patch 2.06 out
Standard Marignon also had the infamous Knights of the Chalice, which are rather nice when etheralized (add a bless effect as the cherry on the pie). Also Astral fire is a really tough spell. All in all nothing strike me as unbalanced when you compare CotS / Marignon.
Ulm BF is really good and funny, except that the Vampire Count can be recruited too early. What bother me more is the previous themes which were not tweaked despite hundred if not dozen of billions (what, I exagerate?) Posts about them. Desert Tombs, Blood of Humans, Return of the Raptor... |
Re: patch 2.06 out
>What bother me more is the previous themes which were not tweaked despite hundred if not dozen of billions (what, I exagerate?) Posts about them. Desert Tombs, Blood of Humans, Return of the Raptor...
Would be less of an issue if the mod tools allowed access to themes... |
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What you get is 2 Air, +1 Astral for that 45 Gold. Air has quite a few uses with summons/spells. And astral is good for forging, but yes probably an overall 'weaker'. Which is fine. Quote:
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With the Chartmaker being 90 gold vs a Witch Hunter 150 gold he's a cheap communion slave. Also base Marignon it costs 270 to try to get a Random pick while 200 with CotS. Combine that with the fact they can quickstrike over water and IMO I feel they are much more versatile and adaptable than Base, Fires of Faith, and unless the Harliquin or Turmoil is tweaked with Diabolic Faith. |
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And the best bit of this is that if you had come through with this change in the patch I doubt I could have resisted trying it out where as now I have no desire to play Tien Chi again until patched so I can concentrate on the modding I should be doing. cheers Keir |
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I do not get the impression that Desert tombs is considered a major problem. True, there has been some discussions and it is possibly strong, but I havn't heard very much complaints compared to the BoH theme. |
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[ January 13, 2004, 20:32: Message edited by: Kristoffer O ] |
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Kristoffer,
I think he main reason you don't hear much about Desert Tombs is it is still semi-decent because of the base strength of the entire Nation (C'tis). With the new change of having fire instead of nature for the Desert Tombs Sauromancers who knows. I personally like Nature quite a bit for them, but this way they are assured to be able to cast Banefire (which is nice but high on the research chain). Though you still do have Shamans. |
Re: patch 2.06 out
>You never give up, do you
Nope, and while I'm at it, how about taking a poke at some questions from earlier that have been buried by other Posts... http://forum.shrapnelgames.com/images/icons/icon12.gif Three questions involving luck and modding. #1 Luck scale changes the frequency of events. Right now by 5% per level of scale. I have seen people state that this means that misfortune raises the chances of events and luck supresses. Is this correct? Or is this 5% a positive modifier in both directions? If it isn't a positive modifier in both directions, is there anyway to mod the scale so it can be? #2 Luck scales currently affect quantity and quality of events. Some players have suggested adding economic modifiers to luck. I'd like to do some experimenting with such ideas (and other scale effects that are non-standard). Is there anyway to do this? Or are we locked into what the scales affect, and only have the ability to wiggle the percentages? #3 The mod tools seems to allow the adjustment of scales via overall numbers that get applied across the board. It has been suggested that it might be good to have the scales ramp up in effect, I.E. instead of Order being a 7% adjustment per level of scale, possibly make it +7% for +1, +12% for +2, and +17 for +3. I am totally unsure if this is a balanced approach, however I want to know if it's even possible to experiment with. |
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I do not get the impression that Desert tombs is considered a major problem. True, there has been some discussions and it is possibly strong, but I havn't heard very much complaints compared to the BoH theme. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">its difficult to reach a concensus, even on blatant issues like Mister W. (you know the guy in head of the tiny country) http://forum.shrapnelgames.com/images/icons/icon12.gif Perhaps a poll is in order, to know what people think of the themes. Thats true that DT didnt appears weak in the eye of many players, but it is mainly because themes are still fresh, and few people really tried to compares exhaustively advantages and weakness of them (it doesnt matter that much if you play SP, and few MP games have been completed also). If was done with BoH, because its a theme very easy to compare to standard Abysia. Its harder to do for themes which stray far from the standard nation. |
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[Edit: typos] [ January 13, 2004, 21:28: Message edited by: Nagot Gick Fel ] |
Re: patch 2.06 out
>Three questions involving luck and modding.
>#1 Luck scale changes the frequency of events. Right now by 5% per level of scale. I have seen people state that this means that misfortune raises the chances of events and luck supresses. Is this correct? Or is this 5% a positive modifier in both directions? If it isn't a positive modifier in both directions, is there anyway to mod the scale so it can be? Positive in both directions. Misfortune increases chances of bad events as do fortune. >#2 Luck scales currently affect quantity and quality of events. Some players have suggested adding economic modifiers to luck. I'd like to do some experimenting with such ideas (and other scale effects that are non-standard). Is there anyway to do this? Or are we locked into what the scales affect, and only have the ability to wiggle the percentages? Currently wiggling only. >#3 The mod tools seems to allow the adjustment of scales via overall numbers that get applied across the board. It has been suggested that it might be good to have the scales ramp up in effect, I.E. instead of Order being a 7% adjustment per level of scale, possibly make it +7% for +1, +12% for +2, and +17 for +3. I am totally unsure if this is a balanced approach, however I want to know if it's even possible to experiment with. Not currently. In the prehistoric age (1997) scales costed 10 for the first step, 20 for thesecond and 30 for the third (or perhaps it was the effects, I do not remember). I think we were concerned that a progressive cost would make people go for -3 and never use -1 scales. Progressive costs in one direction might have some merits and do exist in some games where you choose attributes. |
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3/4 Yes http://forum.shrapnelgames.com/images/icons/icon12.gif I worded it wrong.
Stellar Fires is nice don't get me wrong, but I don't know if you are seeing my point, let say it more clearly. My main point with the Air is the Communion effect with Orb Lightning. The power of casting the spell (Yes a Level 1 Spell) in a communion increases the power of the spell (Suddenly casting 3, 4, 5 lightning bolts, with a higher precision) and reduced the fatigue (so they can cast more and don't kill slaves). Because you customarily go for something with normal Marginon doesn't mean you might not go for something else with another theme. That can be just as effective http://forum.shrapnelgames.com/images/icons/icon12.gif Instead of Enchantment 4 it might be another path. Maybe I don't see it because its after your initial expansion and you don't initially get the spell it's usefulness is limited to only a few turns before it can be totally negated (Storm/SoS). Part of the reason I don't put all my eggs in the xbow basket. Also you seem to be saying that the early money might be suddenly overpowering vs mercs, but I've found in my MP games, that unless you are a few select nations, you arn't going to get mercs (Ermor, Ulm for example) even if you alchemize 4 gems instead of 1. (That is for the most part, the people I play with bid on mercs and know their usefulness, they don't forget like others may) This isn't saying it doesn't happen, but when I think "I'm alchemizing" it's not for mercs as much as it is for cash I'm going to use. Saying Drastically may be a bit much, getting quite a bit while only losing very little (Sacred units) |
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[Edit: typos] [ January 13, 2004, 23:04: Message edited by: Nagot Gick Fel ] |
Re: patch 2.06 out
Desert Tombs has problems? I didn't find that the case. Sure its not as good as C'tis base but not much is. I don't think themes have to be as strong as the base races as different races arn't as strong as each other. DT worked fine when I played it. Pretty darn tight really and giving up on nature for fire on Sauromancers seems appropriate as you don't need nature for supplies and in genreral the focus on the whole growing thing has declined.
Dual bless effect races again as Kristoffer still seemed all at sea on what I mean: All the successful dual bless effect races I designed (two 9's) where order3/misfortune2-3 races. It was the only way I had found to get the points for the magic and keep enough gold to pay for expensive sacred troops. In my opinion this is not a realistic option anymore so its back to square one and the only one of my dual bless effect races that I'm fairly confident will still work ok is Jotun. Most people felt that two 9's was hopeless in the first place so my opinion is not a conservative one. cheers Keir [ January 13, 2004, 23:58: Message edited by: Keir Maxwell ] |
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- CotS costs 25 more points - CotS lost most of its ability to generate extra early income through alchemy - Lost the wonderful flaming crossbows (Wind Guide is not nearly as effective, besides it's easier for the other Marignon themes to find air-1 mages to cast Wind Guide, it's much harder for CotS to find fire-2 mages for Flaming Arrows) - Diabolical Faith has access to Mind Duel-proof communion. - (minor point, but still) Air/astral is a bit redundant: Teleport/Cloud Trapeze on the same unit. Can't really see a synergy in air+astral. At least fire+astral gave Astral Fires. |
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I think dual-blessings are still possible, but you have to skrimp on the castle OR order OR productivity... so your capitol-only sacred should only be limited by gold OR resources, not both. P.S. Ashen Ermor can go triple-9, a 4, and still have 9 dominion and massive research. That makes some hefty Knights of the Sepulchre... P.P.S. I think I'll test them=) [ January 14, 2004, 07:22: Message edited by: Saber Cherry ] |
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Plus they have a use for their fire gem income, which is always nice. And fire magic always goes well with a heat scale (sauromancers have decent PREC too). A sauromancer with his random in astral or blood can lead a shaman communion too. |
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I would warn you that there are major problems involved in treating nations such as Abysia as Bless Effects nations. 1 strat move troops who can only be built in their capital make a really frustrating basis for a race as the game progresses. With Abysia its the mages you have to work on and they are so sap with their fire magic that it doesn't really seem worth it in my tests with dual bless effects but one earth9 is a goer. In the end there is only one way to get an answer to the impact of the patch on dual bless effects races and thats to play them. I have played them extensively pre patch and IMO this catagory of races has been butchered to such a degree that we only speak of it because it was once viable. Sure you will get 1or2 two 9 races but I don't think it will be enough to talk of a Category of race designs. In truth dual bless effects races were borderline pre the patch with only the best looking like they have what it takes for MP. I'm not really annoyed about what I've lost. Johan O. made it fairly clear awhile back that he didn't see any problem with returning to the old scales and its impact on dual bless effect designs would be minimal. While I think he was wrong in his assessment at least I knew what was coming. I didn't enjoy giving up on my main area of race design but I can cope. Ciao Keir [I edited the post as it was too grumpy, I guess I'm missing my toys - Keir] [ January 15, 2004, 00:50: Message edited by: Keir Maxwell ] |
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