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-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Forthcoming patch notes (http://forum.shrapnelgames.com/showthread.php?t=39770)

WraithLord July 21st, 2008 06:41 AM

Re: Patch notes
 
I don't think anyone here suggests nerfing fatigue or delaying battle tactics.

If you could delay for 50 turns, with longer limit you'll need to delay for 100 turns or more. Its doable.

The turn limit need to be upped so that mindless SCs will have more time to win (if they can); so that huge armies could battle it out and most importantly for the game to scale well and be playable in the long future.

Sombre July 21st, 2008 06:51 AM

Re: Patch notes
 
Bottom line is the devs apparently didn't intend for BEs to stay up after the caster retreats.

The MoD issue brought this into focus, but they fixed what they considered to be wrong, which wasn't just MoD, it was the way they all worked with retreat.

I agree with them but even if I didn't I'd just have to get used to it.

Zeldor July 21st, 2008 06:54 AM

Re: Patch notes
 
Tifone:

Your other army sits in a different province. That is tens of miles away! There is no way they can get in time for that battle, no matter how much staling you do http://forum.shrapnelgames.com/images/smilies/happy.gif 50 turn would be few hours max in real time. So not even realistic approach works here http://forum.shrapnelgames.com/images/smilies/happy.gif

In late game I had way too many battles ending in turn limit, that was just frustrating [and opponent didn't try to stale, he just put his armies, I put mine and we both tried to win].

Tifone July 21st, 2008 07:00 AM

Re: Patch notes
 
- Do you think the game will not be playable in the long future if the mechanics don't involve endless battle to take place in a month, instead of how is now working? What, Monopoly is now unplayable because after so many years, we didn't change the mechanics to the option of throwing the dices 100 times a turn, because our dice factories are better and we can now afford a bigger number of dices so mechanics of the game must adequate? Is the number of turns which made the quality of this game in the long time?
- Do you think if a mindless SC needs more time than 50 turns, it's not because he wasn't adequate to beat the defending army, but because the turn limit is not higher?

Sorry, don't want to seem sarcastic or mean or angry or whatever http://forum.shrapnelgames.com/images/smilies/smirk.gif I'm not and I'm just explaining my points in the discussion and try to understand the reasons behind your ones, as actually I can't. Peace brothers, I really love you alllllllz http://forum.shrapnelgames.com/image...es/biggrin.gif

P.S. I know it is annoying losing mindless units after many battle turns. Exactly like it would be annoying if you sent unsupported mechs or tanks in enemy territory, and after much killing they don't own the territory and end their autonomy or fuel behind enemy lines. The people there would just dismantle them. I think this makes the same sense. http://forum.shrapnelgames.com/images/smilies/wink.gif

Zeldor July 21st, 2008 07:07 AM

Re: Patch notes
 
Tifone:

I have one suggestion - think before posting! http://forum.shrapnelgames.com/images/smilies/happy.gif If you want to convince anyone to your arguments don't humiliate yourself with examples that are neither funny or good.

Mindless commanders like Golem vanish! on turn 50, not retreat. They suddenly stop to exist.

As I said, you are the attacked, you win the battle, but do not manage to kill few enemy units. Ha, it gets even worse - your enemy routs, but does not manage to do it before turn 50 [say he has many crippled or low AP ones], so routing triggers for you and you have faster/flying ones, so you rout faster and you lose. Many battles get resolved on turns 30-45, but they need some edge to end properly [routing, killing last units, killing paralyzed units].

Tifone July 21st, 2008 07:12 AM

Re: Patch notes
 
Zeldor - saying that no matter how much you can stale, nobody will EVER arrive in time to take part in the middle of a battle, makes me ask so how armies intercept each others, or how they just MOVE from one territory to another (even 3, 4 provinces far if they are fast) in one month.

For the comment about your late game, well it is so realistic that it is self-explanatory to me. There were huge forces in your battle, balanced, none of them preponderant. Were they supposed to kill each other completely in one month if after 50 turns probably some unit didn't even come in contact to the enemy? probably not http://forum.shrapnelgames.com/images/smilies/wink.gif You and your enemies tried to win of course, not trying to stale, but still it takes too much time to huge armies to completely annihilate each other - in the game as in real war. The biggest clashes of the 100 years war weren't resolved in just one month, or it would have been called the A Couple Of Months War http://forum.shrapnelgames.com/images/smilies/wink.gif

Zeldor July 21st, 2008 07:15 AM

Re: Patch notes
 
You don't have real armies in Dominions. Biggest medieval battle had over 100k soldiers fighting. Here huge ary is 1k people http://forum.shrapnelgames.com/images/smilies/happy.gif

And you can win the battle, even big battle, before turn50. But as I said, slow routing, trying to kill remaining units etc etc change the result.

Tifone July 21st, 2008 07:16 AM

Re: Patch notes
 
I think a lot. That was exactly what I was saying, so maybe that is you who need to think better to what I said before going against me that way. Mindless commanders vanish - they are MINDLESS, they need some influence on them to make them work probably? So they don't escape or retreat, they just stop working and you can imagine people destroy ("dismantle") them. Same example, not "humiliating" myself.

And you're still trying to counter my simple logical examples with some examples of some dubious mechanics. So instead to have those mechanics (like the ones about the few, slow retreating units) resolved logically, you want to change the whole system to a less logical way to resolve them. This just doesn't make sense to me.

And my examples ARE funny http://forum.shrapnelgames.com/images/smilies/wink.gif Peace

Edi July 21st, 2008 07:51 AM

Re: Patch notes
 
Quote:

Zeldor said:
Another thing is mindless commanders vanishing at turn50. That is not funny.

Has been explained in the bug discussion thread. It's WAD and it's going to stay that way. Just how many mindless commanders are there? The golem? With the golem it is, as per the bug discussion thread explanation, thematic. The soulless from Army of the Dead? Those two are the only ones I can think of.

If someone happened to use the Life After Death spell to get upkeep-free soulless mages and lost those to rout, it can also be interpreted as the magic keeping them around as soulless puppets unraveling due to being overstrained. Exceptions can't be coded for every specific instance, so people are just going to have to live with it.

Quote:

Zeldor said:
Many battles just deserve to be resolved on battlefield, not by some virtual turn limit that forces whole army to spread into neighbouring provinces.

So let's say the turn limit is raised to 75/100, which is about the most realistic we could expect. Does this alter the situation at all? Not much, and there must still be a way to resolve a combat that does not stretch to infinity. The salient point is that every player is expected to bring enough resources to bear to actually finish things and if they don't, then it's too bad for them.

Zeldor July 21st, 2008 07:55 AM

Re: Patch notes
 
Edi:

I will have to talk with KO about that when I have a chance http://forum.shrapnelgames.com/images/smilies/happy.gif And yes, it means the Golem, the easiest alternative to Tartarians. The SC of choice for earth nations. I also think that gargoyle is mindless.

And yes, 25 turns more will change a lot. Probably resolve 75% problems with losing because enemy routed too fast etc.


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