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-   -   A prioritized and hopefully realistic Wish List for 2.13 (http://forum.shrapnelgames.com/showthread.php?t=19640)

tinkthank July 19th, 2004 10:20 AM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
Quote:

Originally posted by Cainehill:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tinkthank:
I can't believe I forgot this the first time.
This would be around priority 8-15 for me, it's a flavor element, so I'll call it

12a. Flavor feature: Experience has out-of-combat-effects as well: per experience star,
- stealthy commanders receive +3 points stealth
- priests receive +3% chance of successfully raising the dom by 1 when preaching
- bloodhunters receive +3% chance of successfully capturing blood slaves and a +3% chance of gaining an additional +1 bloodslave per successful hunt
(more ideas welcome)

<font size="2" face="sans-serif, arial, verdana">Extra stealth for experience, sure, since for many of them, the stealth is the only thing that matters. Actually, this might be best only for scouts, spies, and assasins (and variants - bards, concubines, etc), because the Vanadrotts and Tuatha already get a lot out of experience.

For priests ... maybe.

But for bloodhunters?? Unlike stealth, there's already a plethora of ways to improve blood hunting ability. Empowerment, skill-raising items, bloodthorns. Improving the blood hunters with experience would only serve to give blood nations even more advantages, as they start creating cheap(ish) blood hunters early, which then improve. Add this to the fact that blood already is at a big advantage in games with few magic sites, and ....

Actually, it'd be nice if it was harder to blood hunt when magic sites are more rare.

Theory being that if the other sources of magic are so scarce, more and more mages look to blood for power; people start protecting and hiding their virgins more, or even deflowering them for their own good.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">OK, you convinced me -- forget the bloodhunt bonus. I'd still like to see the +stealth and +preach bonuses as flavor.

tinkthank July 19th, 2004 04:24 PM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
Darn I forget these small typo/bugfixes:

- Elemental armor no longer reads "immunity", but "partial resistance"
- Ermor AE unholy animation no longer reads "wight", but "lictor"
- Some flavor texts of the new Global Enchantment Proclomations are longer than allowed and get cut off in the middle of their schtick

These shouldnt be difficult to fix, right?

Boron July 19th, 2004 04:31 PM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
Quote:

Originally posted by tinkthank:
Darn I forget these small typo/bugfixes:

- Some flavor texts of the new Global Enchantment Proclomations are longer than allowed and get cut off in the middle of their schtick

These shouldnt be difficult to fix, right?

<font size="2" face="sans-serif, arial, verdana">yeah and texts for the globals without one text .
only 1/2 - 2/3 of the globals have texts but the rest hasn't . i find the texts very stylish and so it is really irritating if either there is now text or the text is cut off as tinktank describes . both should be really really easy to fix and would enchant the fantasy feeling greatly http://forum.shrapnelgames.com/images/icons/icon10.gif

Boron July 19th, 2004 04:36 PM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
oh and a new idea for the militia "good" event :

would it be possible that you can choose between 2 alternatives ?
so the new militia event lets you choose if you want to gain
- xx militias / zealots
- or don't want to gain them and gain instead 50-100 gold or something similiar ?

perhaps a command which checks the turns would be nice too and when the gain militia event happens in the first 20 turns you get militia ,
then from turn 20-40 you get heavy infantry instead , from turn 40-60 heavy cavalry and from turn 60+ low-midlevel summons ( maximum conjuration / blood 3 - 5 ) .

Vicious Love July 19th, 2004 09:09 PM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
How's about adding a bugfix for AE and SG Ermor reanimations and autosummons? We HAVE concluded that there's a bug, right? I mean, it definitely seems like a bug to me.
And bugs should be fixed.
I reckon.

Graeme Dice July 19th, 2004 09:36 PM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
Quote:

Originally posted by Vicious Love:
How's about adding a bugfix for AE and SG Ermor reanimations and autosummons? We HAVE concluded that there's a bug, right?
<font size="2" face="sans-serif, arial, verdana">I don't think it's been concluded that there's a bug, since I have absolutely no idea what you are referring to here. I've never seen anything wrong with either the reanimations or the automatically summoned troops.

Boron July 19th, 2004 09:55 PM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
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 Vicious Love:
How's about adding a bugfix for AE and SG Ermor reanimations and autosummons? We HAVE concluded that there's a bug, right?

<font size="2" face="sans-serif, arial, verdana">I don't think it's been concluded that there's a bug, since I have absolutely no idea what you are referring to here. I've never seen anything wrong with either the reanimations or the automatically summoned troops. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">if you reanimate troops at least as soul gate ermor you don't get free spawns anymore .
+ sometimes you don't get the number you should get according to the manual .
i think that is what vicious love had in mind and would say it seems to be a bug ihmo too.

[ July 19, 2004, 20:57: Message edited by: Boron ]

Graeme Dice July 19th, 2004 09:58 PM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
Quote:

Originally posted by Boron:
if you reanimate troops at least as soul gate ermor you don't get free spawns anymore .
<font size="2" face="sans-serif, arial, verdana">I'm certain that you do.

Quote:

+ sometimes you don't get the number you should get according to the manual .
<font size="2" face="sans-serif, arial, verdana">You don't get the exact amount because there's a random factor involved.

Cohen July 20th, 2004 01:58 AM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
-- Modifying the HOLY PYRE, according to the post made before.

-- Modifying the Ulm national heroes.
Default and IF Ulm has the same heroes, poor knights all the same, with an Heroine similar to the Man and Marignon one.
Even, since Ulm is a Nation relying on the strenght of his men and not by magic, it should have 4 if not 5 national heroes (not the BF theme!).

Default Ulm should have a:
Master of the Forge, hero blacksmith with 3F-2E magic and 50% forge bonus.
A master war engeneer, with huge siege and defend castle bonus.
A Black Knight hero, both Bartufl and Raterik are fine.

IF Ulm should have:
Black Templar HochMeister: yes a knight, sacred and with P3 magic skill. (Hochmeister means Grand Master of the Knightly Order)
A leader of the Ulmish inquisition, a better priest with some more magic and normal forge bonus.
1 to 3 other heroes.

One hero could be an assassin hero too.
Another hero could be a briber assassin (something like corrupt/seduce command only you have to bribe X where X are gold invested in bribing ... and the more you give the better are the chances the character will join Ulm).
_________________________________________________

I'd review the general National Hero system.
I mean, til now it's almost fine, but since they're numbered, if you take Luck scale and you'll have all national heroes you lose this benefit.

I'd suggest when you're national heroes pool is depleted, you'll keep gaining "national heroes" but they're obtained from:

A random pick of one of your elite national commander (the best mage, priest, warrior or a choice of them if they have many useful of the same type - see machaka).
This unit gets a bonus of +2 to +5 in one stat related to their status (ie, a warrior can get +5 life point, or +2 attack, and such ...).

To consider if giving to mages a random +1 spell pick in the paths they already have if they come out as national heroes.

This will improve a lot the Luck Scale I believe.

If National Heroes get reviewed (many are useless, usually the warriors, soon outskilled by any warrior commander summon - banelord, wraithlord and so on).

tinkthank July 20th, 2004 10:29 AM

Re: A prioritized and hopefully realistic Wish List for 2.13
 
Forgot another bugfix, high priority in my eyes:

5a. Bugfix: Recruiting Indy Shamen really *are* currently listed as requiring "lab and temple", but only a lab is required

Cohen, I think rehauling the national heros idea may be ok but is certainly very cost-intensive and may induce balance issues; therefore, I would put it in the "nice to have" Category for post-post-post-2.13.


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