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Re: Wish-List for Dominions 4
I still don't see it. Big spear is ineffective against cavalry with lances because spears are only length 4, just like lances. And a cyclops is bigger than cavalry, so this restriction wouldn't apply to them anyway.
-Max |
A carefully loaded question.
Are there any new magic paths-and coincidal bless strategies-that people would like to see in Dom4?
As it is, we've only got 8 blesses, 16 if you count them in twos for high-level effects. That doesn't seem like a whole lot when you consider we're over the 50 nation mark. |
Re: A carefully loaded question.
Not particularly, if you wanted to go that route I would introduce a special "bless" unit - 1 ability reflecting the chosen bless. Is it possible to scale cost? 200g for a lvl 4 bless as a base, increased costs up to a level 9 bless...or maybe a high initial cost, then requires gems? No clue, doubt it would work.
I'd rather see more spells within the existing schools, more items and more national restrictions on both. |
Re: Wish-List for Dominions 4
What if bless effects were independent of the magic schools? I think that would be a nice feature too, if you separated the two. That would let you build up your physical Pretender-choosing areas of dominion, instead of magic paths, and these "areas of dominion" (War, Nature, Death, Love, Medicine, the various elements, Forging, whatever) would then grant your Pretender stat bonuses, and your sacred troops blessings.
For instance: A high Forging "area of dominion" might grant additional strength, protection, and a Forging bonus, while Love area might grant awe, 'unit heals afflictions', and perception. The magic paths could still be incorporated-like you could choose your Pretender to have dominion over Fire, and maybe a high enough dominion would grant bonuses to fire magic, or you could choose him or her to have dominion over Magic, and through that, gain a research bonus and a nice discount when purchasing Paths. It would allow spells to be kept along the same lines they are now-with the potential for expansion still in the future-but allow for many more Bless effects, and allow you to personalize (and pimp out) your Pretender. You'd pick a Chassis-which might come with some Areas of Dominion and starting Magic Paths, or just great stats/special abilities. Then you'd pick your Areas and pay for them, which would increase some stats, maybe lower a few others. Then (while I'm brainstorming) maybe you could pick a special ability or two and pay for them (fire resistance, an extra head, an additional form, whatever), or an affliction of your choice (limp, lost an eye, low MR, etc.) for a few extra points, and then finally, you add magic paths-which can still bump up your stats a bit. Instead of just paying for Dominion, your Dominion would be equal to your number of Areas. You'd no longer get Awe based on your Dominion, it'd be a special ability that you'd either have to pay for, or that came with an Area. |
Re: Wish-List for Dominions 4
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Edit^2: Sorry, that was supposed to be an edit, not a quote. |
Re: Wish-List for Dominions 4
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Re: Wish-List for Dominions 4
I think if you have a 5-6 length weapon, it should be effective against calvalry, regardless of how big you happen to be. If it's 4 or less, then yes it can be size-determinate, but I don't see any reason why a huge heavy guy armed specifically with an anti-calvalry weapon should be penalized against an enemy he should-by all natural rights-have an advantage against.
Yes, I realize that it can be taken advantage of, but why not mod lances in the process so that they hit larger creatures more easily? And give war-horses the ability to independently trample smaller units at the same time their riders are attacking, while still retaining the ability to kick. That would even things out and make better sense. |
Re: Wish-List for Dominions 4
Simple-enough suggestion:
If a commander has no commands, can research and is in a province with a lab, it will count as a researcher and increase the research pool. These commanders will show up in the research screen as normal. Commanders can still be set spesifically to research, so that they e.g. aren't found by the 'n' command. Cainehill's request: Capability to hide commanders set to researcher, as the DomII Tab option, in both main map view and in F1 view. A variant of the earlier: Capability to choose which commands are visible through a set of variables including but not limited to: magic in general, spesific magic paths, sacredness, afflictions, old age, number of units lead, has magic items. Preferably in both F1 and main map view. |
Re: Wish-List for Dominions 4
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A commander who can site-search better than the province has been searched and has no orders should search it. A commander who has research orders in a province with no lab builds one rather than canceling the research order. (If a random event destroys your lab it will be auto-rebuilt.) |
Re: Wish-List for Dominions 4
I've been thinking about having different classes of pretenders, which would cost or grant points on a scale like the "awakening" option. You could have: Immortals/Demi-Gods, Idols, Magical creatures/nature spirits, Olympians, etc. all the way up to Demiurge-like pretenders.
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