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Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
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An immortal Moloch should probably have his cost increased from 75 to 125 or so. Quote:
I just enjoy a good fantasy wargame with high complexity due to its openended nature as much as the next guy. I will probably be making a few suggestions for changes and chime in with a few devastating remarks every few months, but that is probably going to be the limit of my involvement in these forums. While well moderated and with a core of very helpful posters, an inordinate number of Posts are of the "hey, I'm a NOOB and you owe me answers to questions that I could discover for myself in five minutes" or the "which XYZ is best". Additionally, the reverse post order and (apparent) lack of a strong user CP for active thread handling would drive me nuts, were I not mad as a hatter already... Ah, inherent benefits, how we come to love them. As is, I find Dominions II a very nice game, and will no doubt play it on and off for a few years, but for MP, I still prefer EU2 live against 10-12 other players any day. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
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Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
I'll rebump with a global request.
Autosummons is broken in at least one other respect as well: Autosummoned creatures will often make stealthy commanders (e.g. ghost kind) lose their stealth ability when a autosummoned creature arrives, EVEN IF that summoned creature is itself stealthy (e.g. ghosts, harpies, etc.). I think the way autosummons works could be rehashed, fixing both the routing problem and the stealth-loss problem. |
Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
I'll be even harsher. Remove all autosummons. If you want units accompaning a commander they could be worked into the unit as "weapons", eg the "Owl" weapon. If this not satisfactory then give the commander the ability "Summon allies". This way we get control over where and when the units arrive.
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Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
Wauthan are you talking about battlefield autosummons or dominion related autosummons? Since the two previous Posts deal with one of the above each, it is not entirely clear what you are talking about.
[ March 15, 2004, 17:21: Message edited by: johan osterman ] |
Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
I think he's talking about both, actually. Strategic autosummons appear to disrupt hidden commanders, while tactical autosummons turn a commander into a consummate coward.
The simple solution is just to fix all of these issues, though. |
Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
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Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
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Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
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That does not mean that I would not like to see the Moloch rescued from the Whimpy Imps Inc., of course. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Change request: Rescuing the Moloch From Whimpy Imps Inc.
Would 50 morale help? I thought routing when all non-commanders were dead was automatic and didn't require a morale check.
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