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Re: Patch notes
It takes me ages to explain my thoughts about things. Then Baalz comes and is able to say almost everything I think better and faster than me. Life is so unjust http://forum.shrapnelgames.com/image...es/biggrin.gif
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Re: Patch notes
Baalz, that was perfectly put imho. Play within the parameters set before you not play with the parameters.
Although I would bump the turn limit up by a touch as the current limit is left over from previous editions of dominions and average army size has changed a bit for the greater. |
Re: Patch notes
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[/quote] I've been asking Illwinter for awhile to provide the auto-retreat instead of the auto-killing. Increasing the battle turns was another related issue. I would hope one of these issues is addressed within a future patch so those playing SP games and MP games can less battles where the fight is against a battlefield turn clock. I do both MP and SP games, within my current SP game I have an enemy army of 450 troops sieging and important castle which they will storm if I don't stop them. Due to its location I only have the option to teleport 3 SCs and 1 mage(Hero- Delgnat) to try and stop them, yet here my biggest threat is the battlefield turn clock which will kill my last three golems if I fail. It's illogical for the greatest threat facing my SC golems is a game mechanic. Quote:
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Any improvement would be appreciated. Ideally an adjustable battlefield turn setting would provide the best long term satisfaction. Secondly the changing of auto-killing into auto-retreating would remove the injustice of wrongful deaths and is more logical as well. |
Re: Patch notes
In response to Baalz:
Improperly constructed and supported armies have a weakness in that they can't deal with SCs, so you need to deploy them with that in mind and avoid situations where they are a tempting enough target to use an SC on. I'm OK with that, that's a strategic decision when deploying armies. They'll also get screwed if a non-fire resistant army stumbles upon a bunch of abysians casting Fire Storm. It's just a weakness to keep in mind. The current SC counters are plenty for most battles. One consideration for army builds *should* be dealing with SCs, not just having enough troops to absorbs 50 turns of losses. If you're using spearmen and your opponent hits you with a high-prot SC - well, you just got outmaneuvered. You plan your strategies around the boundaries of the game, it seems rather silly to carry on at length about what has been a hallmark of the game since the days of its predecessor (the utility of SCs, which I understand has been toned down quite a bit, in fact.) This is a game that makes extensive use of SCs. There are a variety of counters to them. Plan your strategies accordingly. |
Re: Patch notes
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Nothing justifies or explains the instant death which occurs. Quote:
Just because the game has illogical flaws doesn't mean they cannot be improved as seen with the current game settings verses game settings from DOM_2. Quote:
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Re: Patch notes
Unjust deaths of mindless automatons which could kill many mortals but have a finite time of activity? Come on! http://forum.shrapnelgames.com/images/smilies/smirk.gif That's among the most easily explained and logical things - if they don't have weakness in morale, they should have something else instead of it! Actually, I know a tabletop wargame which uses similar mechanism and it's quite popular.
And if Golems wouldn't have this weakness, they should be much more costly. http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: Patch notes
Somehow I don't see a colossal fetish attacking into +10 dominion running out of juice on turn 50 of a battle and evaporating...
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Re: Patch notes
In an ideal world a battle that times out would result in a pseudo-seige with both armies present in province, neither side getting income or recruiting there, PD gone, each army having access to ~50% of supplies and the battle restarting on next turn. The exact units taking part in battle would depend on its place in turn order - armies present and not ordered to move away would be considered as making a distance 0 move towards the enemy, but there could be a chance for a fast army/summon reinforcing one/both side(s).
Speaking of which: what happens when a farsummon ritual is cast during a fort seige? Do the new units attack or seige? What if the walls are broken and/or the army present is set to storm fort? |
Re: Patch notes
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http://forum.shrapnelgames.com/images/smilies/wink.gif Based on their current age and old age the golem should easily survive for many many future battles. Quote:
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Re: Patch notes
I exit that discussion. It's like trying to explain why a soccer match must be won within 90 minutes. Like Baalz said, this is the rule of the game, play keeping it in mind. No, let's change it! As the shoes are becoming better, players can run for 180 minutes, this will keep the game alive for years, not its flavour. If your team doesn't have anybody in attack, but everybody in defence, the match should not finish until you have done all the goals you need to win.
You can't lose a mindless SC because of the turn limit. You can even let him with just a 1dmg attack only, firepower is a useless addition. Just keep him with high regen and defense, he must fight for possibly 200 turns in just one month, if nobody is able to kill him he should never stop working - even if being mindless gives him only the disadvantage of being unable to route and plenty of advantages. Next thing to change: the Rituals. That's "illogic" a mage casting one ritual in one month, not a rule of the game, that's a "boundary"! You can't plan your strategy around this, this has to be changed. Mages should cast as many ritual as the PC, becoming always more powerful, lets you do before imploding. Sorry, I just became tired of this http://forum.shrapnelgames.com/images/smilies/frown.gif It just doesn't seem me this big problem, but for many is so, and still can't understand why, it makes perfect logic into the game mechanics. |
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