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Re: CPCS - v0.3 is out!
Actually I should mention I do like the fact that you're avoiding including buffs which may help Tartarians.
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Re: CPCS - v0.3 is out!
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I could easily argue that the current end-game of Dominions being focused on SCs and large-scale battle magic makes many strategies non-competitive. If you can enable five strategies by disabling one... what do you choose, if your goal is to increase strategic variety? |
Re: CPCS - v0.3 is out!
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Re: CPCS - v0.3 is out!
Jim: That's just it, though. I did say 'completely unresistable'; that is, nothing protects you.
Does it 'destroy' every current late-game strategy? AFAIK, yes, it does. However, look at the current end-game. There are only 2 effective late-game strategies that I am aware of: SC combat, and large-scale battle magic. If there is a spell that gets rid of those two, what will be left? Whatever was there before those strategies came into place. If those strategies are more numerous than the ones currently available (that is, if the deprecated strategies in the current regime are greater than 2), then this spell increases strategies. However, realize this spell is a silver bullet, and a fairly obvious one. What we are talking about is a theoretical dynamic. I don't think the actual dynamic would change very much. Since it isn't that difficult to get a mage capable of casting this spell (Kokythiad) by the late game, everyone would have this spell. People would react and find other strategies that make this spell useless. Then this spell deprecates itself due to the nature of its narrow effect. In the end, I am not pushing for this spell. I'm simply illustrating the possibilities, and noting that the current late-game paradigm is dominant to the point of paralyzing the player base. Is this really healthy? |
Re: CPCS - v0.3 is out!
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I think that (myself included) more people would simply refuse to play in a game that had that spell available, than would jump for joy because it was there. I simply cannot see any reason that it makes the game more fun to remove the MR check. If it were MR-resists, it is technically comparable in overall usefulness to Enslave Mind - a spell that is considered extraordinarily powerful in the game currently. Another interesting idea, would be if it were a battlefield summons spell (can't have too many of those!), that created some "Spectral Archers" or some such, who came equipped with Bow of Botulf. Then you can fling around a bunch of Feeblemind, but it's not as directed or focused. I think this option would still be very potent, without making the most powerful endgame options suddenly completely worthless. |
Re: CPCS - v0.3 is out!
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What I think this will change? You will see some more spells flinked in underwater, especially in the early game where it hurts most. It's kinda nuts that you have reach Evo 4 before you can have your first direct damage spell. You know, unless you're R'lyeh, in which case, Thau 2 will work fine. On the balance discussion: Well, Vedalkenbear said it some time ago. He his going for a large balance change and I'm going for a very minor one. The stragedic theory being thrown around is quite intresting to read. Some of Vedalkenbear ideas have merit, but it is not this mods intention to test them. Like JiMorrison said, it would be hard to make people play a mod that would do so dramatic changes. *if you did not get the joke, read more Terry Pratchett. Your quality of life will improve. |
Re: CPCS - v0.3 is out!
Okay nice, sounds good then. I didn't realise the UW spells were planned to be so minor; I agree it would be fun to have at least *something* to do with your underwater fire mages.
I hope you'll excuse my little checks about the path of the mod. :) I just know from experience that making the things can be sufficiently exciting that checks can sometimes be useful! |
Re: CPCS - v0.3 is out!
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I only have few more spells to add. I'll have version 0.4 with all the spells on and going, before weekend. Then I'll wait for the llamabeasts grammar fixes and suggestions + do some balancing testing of my own. Then 0.4 will be destroyed and glorius and grammatically correct 0.8 will rise from the ashes. Then I'll start recruiting for the MP game. |
Re: CPCS - v0.4
Ok, it's (sorta) done! We hit a nice mark of 46 new spells. Now this thread can rest in peace, as it has fulfilled its purpose. I got the spell mechanics and themes I needed, and some mental support to keep my worst enemy (me) in check.
I'd like to take this opportunity to thank you guys for your ideas and support. Althought I didn't add many suggested spells just as written, the ideas and themes were absolutely necessary. Your names will forever live on, etched in the mod readme-file for all eternity! Now.. I'm going to start a SP game and check on this monstority I have released. |
Re: CPCS - v0.4
Jim: Hmm. The dynamics are interesting. I do think that Bow of Botulf-wielding summons would be just as good as what I propose. (BTW, did I mention that the Feeblemind spell is supposed to have godawful accuracy?) But then, how hard is it to get a Storm up to protect your SCs?
Also, I believe it is an exaggeration to say that removing SCs _in late game_ would necessitate a return to early game. Surely, having 2 300-piece armies face off against each other when both sides have attained level 9 research will be very different than both sides having attained level 2 research, no? Here's another option. Is there a way to _offensively_ cast Returning on someone? That is, place the Returning 'buff' on a unit, so that when it's hit, it's teleported back to its capital? That might have the same effect. |
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