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-   -   Orcish Empire (http://forum.shrapnelgames.com/showthread.php?t=19602)

PvK July 17th, 2004 06:15 PM

Re: Orcish Empire
 
Quote:

Originally posted by weiSsi:
... if someone of u has some time and fells like doing it, he could change the stats to a "realistic" scale compared to the other nations, so u could mix them.
see u all

<font size="2" face="sans-serif, arial, verdana">I'll give a shot at this.

A difficulty with replacing all the nations is that there are still thousands of units and equipment which will still exist as independents, mercenaries, summons, items, etc., which would take a long time to remove, unless perhaps you design a map which is meant to be completely used up by starting provinces, or has all modded independents, and you also edit the spell list, etc. Not to mention that spell effects can't be modded and are based on the existing units' values. It's much easier to balance things to the existing system.

PvK

[ July 17, 2004, 17:19: Message edited by: PvK ]

PvK July 17th, 2004 08:15 PM

Re: Orcish Empire
 
Shall I correct the spelling etc. too, or is that "thematic" because orcs can't spell well?

PvK

Norfleet July 17th, 2004 08:30 PM

Re: Orcish Empire
 
Quote:

Originally posted by Graeme Dice:
A random 4 mage should definetly be more than 150 gold.
<font size="2" face="sans-serif, arial, verdana">Actually, a random-4 mage, with the sage research bonus, does happen to be precisely $150. That's what the Loremaster is, and that just happens to be how much he costs.

Graeme Dice July 17th, 2004 09:06 PM

Re: Orcish Empire
 
Quote:

Originally posted by Norfleet:
That's what the Loremaster is, and that just happens to be how much he costs.
<font size="2" face="sans-serif, arial, verdana">Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.

Arryn July 17th, 2004 09:11 PM

Re: Orcish Empire
 
Quote:

Originally posted by Graeme Dice:
Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.
<font size="2" face="sans-serif, arial, verdana">IIRC, in IW's formula for unit costs, unit build location doesn't factor into it. Whether it should is a seperate debate.

Endoperez July 17th, 2004 09:40 PM

Re: Orcish Empire
 
Quote:

Originally posted by PvK:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by weiSsi:
... if someone of u has some time and fells like doing it, he could change the stats to a "realistic" scale compared to the other nations, so u could mix them.
see u all

<font size="2" face="sans-serif, arial, verdana">I'll give a shot at this.

A difficulty with replacing all the nations is that there are still thousands of units and equipment which will still exist as independents, mercenaries, summons, items, etc., which would take a long time to remove, unless perhaps you design a map which is meant to be completely used up by starting provinces, or has all modded independents, and you also edit the spell list, etc. Not to mention that spell effects can't be modded and are based on the existing units' values. It's much easier to balance things to the existing system.

PvK
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It can be a map, and it can be a script/short program editing .map files. You just edit independents and in the mapfile: choose&clear (#land?), set poptype to X, commander X_1, units to X_2 and so on... The program should have some way to choose the number of defenders. BTW, something like that with easily added new maptype (all poptypes/provinces from which to choose) would be a boon to modders...

If it was confiqurable along these lines:

#provincetype 1
#poptype 1
#terrain mountain
#commander1 2001
#unit1 [1-4] 2003
#commander2 2002
#unit2 [1-4] 2004

...where provincetype would be identification method, poptype the number of the poptype to be assigned, the numbers after commanderNr and unitNr would be the unit type and rarity. 1 would be used for something like knights, 4 for militia... The game would put in random value dependant on that. #terrain would be just for thematic reasons. I might try for that myself if I hadn't enough to do with my 'official' project... Java for university. Almost working... http://forum.shrapnelgames.com/images/icons/icon10.gif

It might be possible to tweak that to allow adding some more player-defined special provinces... Think of 'The Sundering', or the provinces inhabited by Solaris (whom I have never seen) or the Cyclopses.

Norfleet July 17th, 2004 09:52 PM

Re: Orcish Empire
 
Quote:

Originally posted by Graeme Dice:
Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.
<font size="2" face="sans-serif, arial, verdana">The Loremaster also receives a research bonus. Unless this other unit also receives a research bonus, it's still not the equal of the loremaster for the same cost.

Boron July 17th, 2004 09:56 PM

Re: Orcish Empire
 
Quote:

Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Norfleet:
That's what the Loremaster is, and that just happens to be how much he costs.

<font size="2" face="sans-serif, arial, verdana">Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">but the loremaster has even a research bonus so that should be worth further 30 gold or so http://forum.shrapnelgames.com/images/icons/icon7.gif

Endoperez July 17th, 2004 09:59 PM

Re: Orcish Empire
 
You cannot COUNT on Loremasters. You will not get them in every game, even in a world map, much less in the beginning... National mages have many advantages, the biggest being that reliability, over Loremasters, and I think they were intentionally made to cost much less than they should, because of their rarity.

Norfleet July 17th, 2004 10:00 PM

Re: Orcish Empire
 
Quote:

Originally posted by Endoperez:
I think they were intentionally made to cost much less than they should, because of their rarity.
<font size="2" face="sans-serif, arial, verdana">Don't rare things cost MORE, not LESS?


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