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-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Kristoffer's encouragement thread (http://forum.shrapnelgames.com/showthread.php?t=33631)

MaxWilson July 3rd, 2007 12:50 PM

Re: YAY UPDATE!
 
Quote:

Theonlystd said:
Its unlikly im sure http://forum.shrapnelgames.com/images/smilies/happy.gif but a nation id always wanted to see would be one that kind of shuns magic in favor of Technology.

Focus would be more on Ranged units.. Recruitable artillery units with AOE damage.. Improved Precision ect..


The problematic thing is that the game isn't set up in such a way that technology can develop, so either you have too much power in the early game or too little power in the late game. If it were possible to selectively ban nations from certain spells, you could get around that by eliminating all spells from Technicia and hijacking the schools to add a bunch of national spells, e.g. Blood -> artillery, Construction -> armor enhancements. Then their high-tech units would become "mages," but effectively they're tanks with SABOT rounds until you reach HE or laser rounds, or else they turn on cloaking devices (Mirror Image-like effect) or something. It would be different from magic in that the tech tree would be smaller, probably most "spells" would be zero-fatigue, and the "mages" would cost a lot of resources.

But since you can't ban nations from the normal spells this wouldn't work out so great because you'd get the tanks doing weird things like summoning undead in combat. You could *sort* of fake it by making all tech blood magic, which has no real combat magic anyway especially if you don't have blood slaves along. Just don't blood hunt. Of course, you couldn't make the AI play by those rules so it would have to be a player-only nation, or else you'd overlook the weird occasions when tanks cast Life for a Life or Blood Vengeance.

-Max

sum1lost July 3rd, 2007 02:29 PM

Re: YAY UPDATE!
 
Would it be possible to use a set-up of nation-only spells from all the different spell-research things, but those spells require paths in holy or maybe blood? I know that doesn't fit with the rest of the game, but maybe it is possible? And simply don't give the national troops paths in non-blood/holy.

Edi July 3rd, 2007 02:59 PM

Re: YAY UPDATE!
 
Quote:

SelfishGene said:
Can you run a batch text edit on all the unit/nation descriptions and change "loose" to "lose"? That might change 10% of them incorrectly, but it would fix the other 90% http://forum.shrapnelgames.com/images/smilies/happy.gif.

I've provided them with fixed descriptions of all units in the game, which should take care of all typos, so if they go for it, they can replace the lot for the next patch.

Endoperez July 6th, 2007 08:05 AM

Re: YAY UPDATE!
 
Quote:

* MA Agartha heroes x2.
* Some shortlist fixes
* Some balancing stuff, gold costs
* MA van home only. Gold cost increase.
* Animal and wooden names


WOOHOO! Agartha love!

Also, if the last one is what I think it is (namelists for animals and spesific constructs...) - just what is this building up to!

Kristoffer O July 6th, 2007 10:41 AM

Re: YAY UPDATE!
 
Yep. I got annoyed when my new great boar of carnutes was named Dolgad or something similar. ANd it would not fit an Ivy King to be called Goldfur or Ragetusk, so I made soms Rootheart and Ironbark and similar names.

Velusion July 6th, 2007 02:39 PM

Re: YAY UPDATE!
 
Changes look great! Looking forward to seeing them in action.

Methel July 6th, 2007 02:50 PM

Re: YAY UPDATE!
 
* Hydra regeneration works

It didnt before?
Also can you give us some hints about the new hydra?

Ballbarian July 6th, 2007 02:52 PM

Re: YAY UPDATE!
 
Excellent!

Kristoffer O July 6th, 2007 05:24 PM

Re: YAY UPDATE!
 
It gets is heads back.

Endoperez July 6th, 2007 05:30 PM

Re: YAY UPDATE!
 
Quote:

Kristoffer O said:
It gets is heads back.

http://forum.shrapnelgames.com/image...es/redface.gif

Hydra regeneration indeed!
Also, thanks for our first enchanted sling (Lugh got one)!


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