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Aristoteles October 2nd, 2003 02:28 PM

Curse...
 
Is there a way to remove curse in Dominions 2?

johan osterman October 2nd, 2003 02:37 PM

Re: Curse...
 
Quote:

Originally posted by Aristoteles:
Is there a way to remove curse in Dominions 2?
<font size="2" face="sans-serif, arial, verdana">nope

October 2nd, 2003 03:17 PM

Re: Curse...
 
Couldn't Ritual of Rebirth or Transformation remove a curse ?

[ October 02, 2003, 14:17: Message edited by: Sunray_be ]

Mortifer October 2nd, 2003 03:35 PM

Re: Curse...
 
Quote:

Originally posted by johan osterman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Aristoteles:
Is there a way to remove curse in Dominions 2?

<font size="2" face="sans-serif, arial, verdana">nope</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Why?

Endoperez October 2nd, 2003 03:35 PM

Re: Curse...
 
Wish should remove that, IF the caster was cursed and that was the only thing he asked... It should be able to remove it from other commanders too, shouldn't it? Just think about all the heroic fantasy books where the heroes have to look out the powerful magician to get rid of a curse.

Getting rid of a spell that is fairly common should be possible if you really wanted. You just have to pay a price... 100 gems is quite a lot.

Does curse affect the mages? If not, maybe something should be added. Like extra few points of fatique for all spells they cast... I'm not sure is this useful though, for getting feebleminded from a lone arrow is not good for a wizards either...
Oh, do the wizards get the 'wizardly' heroic abilities in DOM2? And, are there new ones?

Mortifer October 2nd, 2003 03:39 PM

Re: Curse...
 
Yup there should be a way to remove curse. http://forum.shrapnelgames.com/image...s/rolleyes.gif

johan osterman October 2nd, 2003 04:20 PM

Re: Curse...
 
If you want an ad hoc argument you might consider that the will of the fates is unmoveable, as King Oedipus might have told you. The real reason on the other hand is that it is amusing to curse other players supercombatants and know that they are stuck with their curse and most likely will end up diseased if they ever again particpate in serious combat. It is not the ultimate equaliser, but at least it gives you a shot at getting back at that pesky supercombatant that is brutalising your armies.

Nerfix October 2nd, 2003 04:22 PM

Re: Curse...
 
I think there are "wizardly" heroic abilities. I have heard about "Adept Resereacher", or something like that.

Also, i would love to see Dominions Version of CoE's Curse. "Black Curse", perhaps?
I also know it would be a nigthmare to code...

[ October 02, 2003, 15:40: Message edited by: Nerfix ]

Endoperez October 2nd, 2003 04:46 PM

Re: Curse...
 
I never ordered CoE, or played it much... It was fun, but it lacked so much and wasn't that good. My friends thought it was awesome though.

Anyway, what is 'The black curse'? Something to do with dopplegangers?

[EDIT: added a question)

Johan O., what did you mean with the following:
"If you want an ad hoc argument you might consider that the will of the fates is unmoveable, as King Oedipus might have told you"?

[ October 02, 2003, 15:51: Message edited by: Endoperez ]

Nerfix October 2nd, 2003 05:05 PM

Re: Curse...
 
Nope, it has more to do with 15-year old necromancers...
Only the name, though...
Anyway, it would turn the target unit undead under the casters command, after the unit would be killed. As you can think, it would be a nigthmare to code...

johan osterman October 2nd, 2003 05:15 PM

Re: Curse...
 
Quote:

Originally posted by Endoperez:


Johan O., what did you mean with the following:
"If you want an ad hoc argument you might consider that the will of the fates is unmoveable, as King Oedipus might have told you"?

<font size="2" face="sans-serif, arial, verdana">I meant it was a spur of the moment argument, devised for defending the unremovabilty of the curse, an argument that was not the original reason but constructed to shore up my position, not the original reason for the state of affairs.

Fate is often depicted in mythology as being immutable, no matter how you strive against it, the Fates is a name often used for the Godesses of fate. Oedipus is a Theban king in a greek tragedy that fate decrees is to kill his father and marry his mother. His father tries to get rid of him in order to avoid his fate but in the end Oedipus commits both acts. The same kind of depiction of the inevetabilty of fate is common in norse and greek mythology. Other greek characters that succumb to the fate of killing their fathers or grandfathers are Persues and Theseus.

[ October 02, 2003, 16:20: Message edited by: johan osterman ]

Aristoteles October 2nd, 2003 05:42 PM

Re: Curse...
 
Ok, so we won't have a spell or something, what will remove curse?!?!??!
This is very annoying if you ask me. http://forum.shrapnelgames.com/images/icons/blush.gif
Why? Becase it is easy to abuse this damned curse. We need some protection against it!

[ October 02, 2003, 16:42: Message edited by: Aristoteles ]

Kristoffer O October 2nd, 2003 06:20 PM

Re: Curse...
 
Protection is for sissies http://forum.shrapnelgames.com/images/icons/tongue.gif

Aristoteles October 2nd, 2003 06:23 PM

Re: Curse...
 
Quote:

Originally posted by Kristoffer O:
Protection is for sissies http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">Nice thoughts from an Illwinter developer...This made lot of sense indeed. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif

Kristoffer O October 2nd, 2003 06:24 PM

Re: Curse...
 
http://forum.shrapnelgames.com/images/icons/icon10.gif

MStavros October 2nd, 2003 06:26 PM

Re: Curse...
 
Quote:

Originally posted by Aristoteles:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Kristoffer O:
Protection is for sissies http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="sans-serif, arial, verdana">Nice thoughts from an Illwinter developer...This made lot of sense indeed. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">ROFL! http://forum.shrapnelgames.com/images/icons/icon10.gif

BTW I would like to see some "anti-curse spells". I really missed those.

[ October 02, 2003, 17:27: Message edited by: MStavros ]

Nerfix October 2nd, 2003 06:55 PM

Re: Curse...
 
Quote:

Originally posted by Kristoffer O:
Protection is for sissies http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">Does this mean Dominions is now officaly a Grognard game?
http://forum.shrapnelgames.com/images/icons/icon10.gif

PvK October 2nd, 2003 07:35 PM

Re: Curse...
 
Quote:

Originally posted by Nerfix:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Kristoffer O:
Protection is for sissies http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="sans-serif, arial, verdana">Does this mean Dominions is now officaly a Grognard game?
http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I hope so. http://forum.shrapnelgames.com/images/icons/icon12.gif

Curses and fate are two different things, both in mythology and in the game.

I have a cursed hero/prophet who has a few afflictions but is continuing to smear foes with near-impunity thanks to his skills and equipment. I am working on seeing if I can create the Chalice so I can heal his afflictions. Seems to me that being able to cure most afflictions in one way or another is a reasonable countermeasure to a curse.

On the other hand, I agree that it'd be nice and reasonable if a wish could remove a curse, since a curse is the will of some sour-hearted mortal, rather than Fate. The price is nicely excessive, too, so it doesn't remove the interestingness of the status quo that curses are easy to apply but difficult to remove.

It is pretty nasty how easy it is to apply a curse - the range and accuracy are very high, and there are items like that nasty voodoo shield, or the annoying cursed weapons which foolish heroes pick up and get stuck with.

Personally, I would probably reduce the range and accuracy of curse attacks compared to Dom I, and maybe have different types and/or strengths of curse, with some difficult or costly ways to remove them, or at least, the weak ones.

However one of the things I like most about Dominions is that there are so many diverse game systems (such as abilities and afflictions) which operate independently, and therefore don't have direct counters which can erase them. Also I really do like the mortality risk and detailed afflictions down to the individual militiamen. Perhaps my favorite aspect of the game, versus the computer anyway, is to follow the fates of my elite minions, and try to keep them alive and powerful, and it's often really interesting, comical, and difficult to do.

One great example just happened to me. Another arena competition for a powerful magic item occurred, which I had never been able to win, as it is pretty difficult to have a competitor who can defeat all of the opposition. In this case I knew one competitor would be Ermorian, no doubt a summoner of undead. I didn't want to see any of my best men die, and was looking for an expendable volunteer to try my luck, when I saw Henric the Priest, who had been cursed somehow without my noticing, even though he had only seen one or two battles. I figured at least if he died (which seemed almost certain), I wouldn't have to be annoyed by a cursed priest, and he might get lucky and banish some foul Emorian from the world. He was also in the same province as several heroes with lots of magical equipment, so I loaded him up with a full suit of armor, and a jar containing an elemental. To my complete surprise, he won the tournament! He lucked out and only faced the Ermorian at the end, after the Ermorian had wiped out everyone else. Henric managed to banish the undead, while the elemental went over and (barely) wiped out the Ermorian summoner! However, the ironic twist was that he was given a magic weapon as a trophy, but it's cursed so that he won't let go of it! So now I have a powerful magic weapon as my prize, but I have to have Henric the cursed novice priest wield it! Laugh! Actually, with a bunch of other magic equipment, he may be pretty formidable, and it'll certainly be amusing to see how the rest of his story turns out!

PvK

johan osterman October 2nd, 2003 07:47 PM

Re: Curse...
 
I, at least, am not very opposed to curses being removable by wishes. The cost of wish is very prohibitive and in a multiplayer game there are bound to be ways to better spend 100 astral games. I guess if you mainly single play and more or less roleplay your commanders the wish as a remove curse might be desirable, but to me the wish as a remove curse is so expensive as to make it almost pointless to implement it, which is also why I wouldnt mind seing it implemented, since it is debatable if anyone ever would use it that way in a multuplayer game.

Nerfix October 2nd, 2003 07:49 PM

Re: Curse...
 
So...
You can't remove curses with Wish in Dominions I...
Hello, it's 100 Astral gems!

Pocus October 2nd, 2003 08:19 PM

Re: Curse...
 
Quote:

Originally posted by johan osterman:
I, at least, am not very opposed to curses being removable by wishes. The cost of wish is very prohibitive and in a multiplayer game there are bound to be ways to better spend 100 astral games. I guess if you mainly single play and more or less roleplay your commanders the wish as a remove curse might be desirable, but to me the wish as a remove curse is so expensive as to make it almost pointless to implement it, which is also why I wouldnt mind seing it implemented, since it is debatable if anyone ever would use it that way in a multuplayer game.
<font size="2" face="sans-serif, arial, verdana">now that you speak of wishes, does the wish description in the code, relative to people or units teleported, has a corresponding keyword? None of the vets ever succeeded in bringing this description into play?

sidenote : new wishes exists in doms II ?

Mortifer October 2nd, 2003 08:39 PM

Re: Curse...
 
Errrrrrrrr, I dont understand that why is it impossible to remove curse?! Its VERY easy to curse some chars in Dom I. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Kristoffer O October 2nd, 2003 08:57 PM

Re: Curse...
 
Quote:

Originally posted by Pocus:
now that you speak of wishes, does the wish description in the code, relative to people or units teleported, has a corresponding keyword? None of the vets ever succeeded in bringing this description into play?

sidenote : new wishes exists in doms II ?

<font size="2" face="sans-serif, arial, verdana">Huh? Please rephrase that question: relative to people or units teleported...keyword?

New wishes. http://forum.shrapnelgames.com/image...s/confused.gif I'm not sure. None recently, but it has been more than a year since we started and most stuff is quickly forgotten. It's more fun to play that way. You will get surprised and happy and all warm inside when you betatest the game. http://forum.shrapnelgames.com/images/icons/icon7.gif

Zerger October 2nd, 2003 08:57 PM

Re: Curse...
 
Quote:

Originally posted by johan osterman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Aristoteles:
Is there a way to remove curse in Dominions 2?

<font size="2" face="sans-serif, arial, verdana">nope</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I ask it as well...WHY?
If it cannot be removed, than you must make curse a VERY rare stuff in Doms 2...in Doms 1, it is fairly easy to curse what you want, and you cannot remove it. You call this balanced?

[ October 02, 2003, 19:59: Message edited by: Zerger ]

Jasper October 2nd, 2003 09:39 PM

Re: Curse...
 
The only thing I find annoying about Curses is when they land on a Pretender, which IMHO seems out of line to the supposed magical power of the pretender. It's also _far_ more annoying when a Pretender gets a curse; having a combat Pretender is difficult enough already!

Perhaps Pretenders and prophets could be immune to curses? It's seem reasonable that such extreme divine power would place you outside the normal realm of fate.

I like Horror Mark being absolute though, as it fits better.

[ October 02, 2003, 20:40: Message edited by: Jasper ]

HJ October 2nd, 2003 10:20 PM

Re: Curse...
 
Well, the curse just helped me defeat a Sphynx with a whopping 1300hp and 6 in death and nature in Dom I yesterday. Several armies just couldn't do anything and got slaughtered without making a scratch, until it finally became feebleminded and couldn't fight back. So, I like the curse so far. http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK October 3rd, 2003 12:38 AM

Re: Curse...
 
Curse doesn't need to be as easy to remove as it is to apply, because it doesn't do all that much. It's only a big deal if the cursed unit in question is a hyper-powerful close combat type, and even then, it can be countered by healing the afflictions and/or using other protection and/or regeneration on the unit.

One idea might be to add a Remove Curse spell, but make it so expensive that it's only really desirable for roleplayers and pretenders, and make it so it's not certain of working, and the chance of success is based on the relative power of the wizard who cast the curse, against the power of the wizard casting Remove Curse.

Just an idea. I think it's interesting the way it is, though I would like to see an (inefficient) way to do it, mainly for roleplaying purposes.

PvK

Psitticine October 3rd, 2003 03:12 AM

Re: Curse...
 
Quote:

Originally posted by johan osterman:
The same kind of depiction of the inevetabilty of fate is common in norse and greek mythology. Other greek characters that succumb to the fate of killing their fathers or grandfathers are Persues and Theseus.
<font size="2" face="sans-serif, arial, verdana">It pops up a lot in Celtic mythology as well. Fionn mac Cumhail and Lugh Lamhfada were both fated to kill their grandfathers, for example. And the concept of the geasa is central to a lot of Celtic myth. There'd be one thing that you either always had to do and then couldn't, or had to always avoid but were forced or tricked into doing. When you broke your geis, then WHAM! The Morrigan would be laughing over your corpse before the next sunrise.

Kinda like having a loose thread in your personal tapestry of fate. Sooner or later, somebody will come along and tug on it, and then your destiny comes all unravelled. http://forum.shrapnelgames.com/images/icons/icon12.gif

On a side note, having Wish being able to remove a Curse would appeal to me, but, yep, I'm a role-playin' type. http://forum.shrapnelgames.com/images/icons/icon10.gif

PvK October 3rd, 2003 03:48 AM

Re: Curse...
 
Fate is really different from a curse spell thrown by some enemy or magic item. Fated doom comes tends to come from the misdeeds of your parents, affairs of the gods. The exception might be if the enemy is cursing you because you are doing something attrocious to them (besides just fighting them in a battle). The effect of a doomed fate is also much different from merely making it more likely you'll get a permanent injury when you get hit in battle.

PvK

Psitticine October 3rd, 2003 04:08 AM

Re: Curse...
 
Oh, I'm not trying to debate between a fated destiny and, say, a witch's curse. I'm just chattering about Celtic mythology. I'm alarmingly prone towards doing that. http://forum.shrapnelgames.com/images/icons/icon7.gif

(Although your comment about "the affairs of the gods" does make me want to comment on the fact the game is, indeed, about the affairs of the gods! http://forum.shrapnelgames.com/images/icons/icon10.gif )

Still, that's not actually what I was trying to say. I, also, look on the Curse effect in Dominions as something a bit more . . . well, mortal, if that makes any sense at all. A geis and the like are quite different from, say, having one's path crossed by a black cat.

That's another reason I think making Wish be able to remove Curses would be a good touch. It does seem like, unlike a true component of one's destiny, they should be removable by some kind of very powerful magic, and Wish couldn't be a better candidate.

Nerfix October 3rd, 2003 05:43 AM

Re: Curse...
 
Not to mention that Astral magic "...can affect the fates of men..."(a quote from Dominions I)...

Pocus October 3rd, 2003 07:39 AM

Re: Curse...
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Pocus:
now that you speak of wishes, does the wish description in the code, relative to people or units teleported, has a corresponding keyword? None of the vets ever succeeded in bringing this description into play?

sidenote : new wishes exists in doms II ?

<font size="2" face="sans-serif, arial, verdana">Huh? Please rephrase that question: relative to people or units teleported...keyword?

New wishes. http://forum.shrapnelgames.com/image...s/confused.gif I'm not sure. None recently, but it has been more than a year since we started and most stuff is quickly forgotten. It's more fun to play that way. You will get surprised and happy and all warm inside when you betatest the game. http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">sorry, non native english syndroma strike back http://forum.shrapnelgames.com/images/icons/icon7.gif

in the dominions I executable contains the textual descriptions of what the wishes does (the message sent to players). One of these Messages tell us that we teleported away units (something like that). So, is it a deprecated message, or does a wish exists which enable you to teleports away *enemy* units ?

Ok can be a secret that you dont want to share http://forum.shrapnelgames.com/images/icons/icon7.gif

Zerger October 3rd, 2003 09:25 AM

Re: Curse...
 
Quote:

Originally posted by PvK:

One idea might be to add a Remove Curse spell, but make it so expensive that it's only really desirable for roleplayers and pretenders

<font size="2" face="sans-serif, arial, verdana">This is the best suggestion so far! http://forum.shrapnelgames.com/images/icons/icon6.gif

[ October 03, 2003, 08:25: Message edited by: Zerger ]

Kristoffer O October 3rd, 2003 12:42 PM

Re: Curse...
 
Quote:

Originally posted by Pocus:
sorry, non native english syndroma strike back http://forum.shrapnelgames.com/images/icons/icon7.gif

in the dominions I executable contains the textual descriptions of what the wishes does (the message sent to players). One of these Messages tell us that we teleported away units (something like that). So, is it a deprecated message, or does a wish exists which enable you to teleports away *enemy* units ?

Ok can be a secret that you dont want to share http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">I think this is the population wish. You get population from all around the world.

Pocus October 3rd, 2003 02:51 PM

Re: Curse...
 
Quote:

Originally posted by Zerger:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by PvK:

One idea might be to add a Remove Curse spell, but make it so expensive that it's only really desirable for roleplayers and pretenders

<font size="2" face="sans-serif, arial, verdana">This is the best suggestion so far! http://forum.shrapnelgames.com/images/icons/icon6.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">but Pretenders, combat ones at least, are the first Deux ex Machina you will find against you, and as early as turn 15 or so. Often you will be able to bring them down only by piling on them afflictions. If they are cursed, it is doable. If they have their curse removed, then it will be far more difficult.
Before asking for a remove curse, be sure to confront a Nataraja or an Ice Devil on rampage. When he will have harvested 500 kills (your units!) you will perhaps be happy to have curse and afflictions slowing him down.

Wendigo October 3rd, 2003 02:58 PM

Re: Curse...
 
Curse is the great equalizer, the spy that kills the mariscal (sp?) in Stratego, Superman's kryptonita. Gotta love it.

Mortifer October 3rd, 2003 03:04 PM

Re: Curse...
 
Quote:

Originally posted by Zerger:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by PvK:

One idea might be to add a Remove Curse spell, but make it so expensive that it's only really desirable for roleplayers and pretenders

<font size="2" face="sans-serif, arial, verdana">This is the best suggestion so far! http://forum.shrapnelgames.com/images/icons/icon6.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I agree, we need a counterspell against curse. Either protection against curse or remove curse. IMHO a remove curse spell would be the best.

October 3rd, 2003 03:27 PM

Re: Curse...
 
>Curse is the great equalizer

Agreed. I can live without "remove curse" (a wish seems logical however, and probably easy to do with a patch). I must admit that Curse is very special : it never misses, it always targets the biggest unit (more hp) and MR offers no protection. I see no other spells like that.
Only solution I've found is to give *bigger* units to your pretender. In my first game I was able to completely avoid curse on my 20hp Medusa because she had vine ogres (43 hp) around her. If you have a 125hp dragon, try Blood Vines, Abominations or Iron dragons (nothing can save a 500hp Sphinx, I'm afraid).

But, well, that's an equalizer. Without Curse (or even if MR negates) it'll be _much_ harder to kill the biggest creatures IMHO, like Sphinx, Great Mother, FI etc.

And think positive : Curse only gives more afflictions and afflictions can be removed (hard to do but far from impossible).

Cheers

Daynarr October 3rd, 2003 04:10 PM

Re: Curse...
 
Quote:

Originally posted by Sunray_be:
>Curse is the great equalizer

Agreed. I can live without "remove curse" (a wish seems logical however, and probably easy to do with a patch). I must admit that Curse is very special : it never misses, it always targets the biggest unit (more hp) and MR offers no protection. I see no other spells like that.
Only solution I've found is to give *bigger* units to your pretender. In my first game I was able to completely avoid curse on my 20hp Medusa because she had vine ogres (43 hp) around her. If you have a 125hp dragon, try Blood Vines, Abominations or Iron dragons (nothing can save a 500hp Sphinx, I'm afraid).

But, well, that's an equalizer. Without Curse (or even if MR negates) it'll be _much_ harder to kill the biggest creatures IMHO, like Sphinx, Great Mother, FI etc.

And think positive : Curse only gives more afflictions and afflictions can be removed (hard to do but far from impossible).

Cheers

<font size="2" face="sans-serif, arial, verdana">I agree on this 100%.

Aristoteles October 3rd, 2003 04:17 PM

Re: Curse...
 
If there won't be a spell like remove curse, there must be a wish to remove it.
It is too easy to curse units, I think it would be good to have a remove curse spell still, or cursing should be very rare.

PvK October 3rd, 2003 06:06 PM

Re: Curse...
 
True. Still, even with an expensive Remove Curse, a rampaging pretender can still be successfully attacked and afflicted with curse, since it is easy to curse, and Remove Curse wouldn't heal afflictions, and would require retreating the pretender to a lab, and then spending large amounts of gems to undo something that can pretty easily be re-done. The strategy of repeatedly removing curses from one's pretender would actually be more damaging to an empire than just living with curses.

PvK

DominionsFan October 3rd, 2003 06:11 PM

Re: Curse...
 
Uhmmmmmm, if it is so easy to curse the units, why isn't there a remove curse spell?????????
This is making no sense to me!
So what if I remove curse? You can curse my units again, but at least I will be able to remove it if I want to!

I think that we need a cheap way [normal spell] to remove the curse, cuz it is easy to curse the enemy units. http://forum.shrapnelgames.com/image...s/confused.gif

[ October 03, 2003, 17:12: Message edited by: DominionsFAN ]

Endoperez October 3rd, 2003 06:35 PM

Re: Curse...
 
It is easy to kill units. Should it also be easy to return them back to life?
Removing afflictions is not that either, is it? Maybe we should add something to the game that would't let you just heal them and stop worrying... Maybe something like a damnation, that dramatically improves the possibility of getting an affliction. It should be unremovable though, for otherways it would have no effect as it would just be removed.
Oh, wait. I think we have this, it is called curse. It needs Astral and Nature, so even if it isn't common it is accessible to almost every nation.

PDF October 3rd, 2003 10:50 PM

Re: Curse...
 
Bah, all this is irrelevant ... if you play Arco !
Healing afflictions become sooooooo simple ! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Nagot Gick Fel October 4th, 2003 12:12 PM

Re: Curse...
 
An idea about trying to remove curses - what about a ritual allowing a cursed commander to meet his 'Fates' (say, 3 uber-Norns, or 3 Erynies - special harpy or medusa-like monsters) in an arena-like death match?

Pocus October 4th, 2003 12:57 PM

Re: Curse...
 
Quote:

Originally posted by DominionsFAN:
Uhmmmmmm, if it is so easy to curse the units, why isn't there a remove curse spell?????????
This is making no sense to me!
So what if I remove curse? You can curse my units again, but at least I will be able to remove it if I want to!

I think that we need a cheap way [normal spell] to remove the curse, cuz it is easy to curse the enemy units. http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="sans-serif, arial, verdana">you dont read other's Posts, dont you?

Pocus October 4th, 2003 12:59 PM

Re: Curse...
 
Quote:

Originally posted by PvK:
True. Still, even with an expensive Remove Curse, a rampaging pretender can still be successfully attacked and afflicted with curse, since it is easy to curse, and Remove Curse wouldn't heal afflictions, and would require retreating the pretender to a lab, and then spending large amounts of gems to undo something that can pretty easily be re-done. The strategy of repeatedly removing curses from one's pretender would actually be more damaging to an empire than just living with curses.

PvK

<font size="2" face="sans-serif, arial, verdana">why not, it would then be rare to do that in MP, so i'm fine with the solution.

PvK October 6th, 2003 12:32 AM

Re: Curse...
 
I just got almost all of my best units, about 300 of them, cursed on turn one of a battle by the Doom spell... argh! http://forum.shrapnelgames.com/images/icons/shock.gif ;-(

Doms I is great, though often sad for one's poor heroic (or otherwise) minions. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

Pocus October 6th, 2003 07:43 AM

Re: Curse...
 
Quote:

Originally posted by PvK:
I just got almost all of my best units, about 300 of them, cursed on turn one of a battle by the Doom spell... argh! http://forum.shrapnelgames.com/images/icons/shock.gif ;-(

Doms I is great, though often sad for one's poor heroic (or otherwise) minions. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

<font size="2" face="sans-serif, arial, verdana">hehe, I waited for a player to speak of Doom. Nasty spell no ? http://forum.shrapnelgames.com/images/icons/icon10.gif

MStavros October 6th, 2003 08:01 AM

Re: Curse...
 
Quote:

Originally posted by PvK:
I just got almost all of my best units, about 300 of them, cursed on turn one of a battle by the Doom spell... argh! http://forum.shrapnelgames.com/images/icons/shock.gif ;-(

Doms I is great, though often sad for one's poor heroic (or otherwise) minions. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

<font size="2" face="sans-serif, arial, verdana">Curse is very unbalanced in Doms I. I hate it. http://forum.shrapnelgames.com/images/icons/icon8.gif


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