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-   -   Limited randoms Vs Water nations (http://forum.shrapnelgames.com/showthread.php?t=30290)

Twan September 14th, 2006 08:32 AM

Limited randoms Vs Water nations
 
Reading that the new system for randoms in magic paths specialize far more each nation, I wonder how some nations will do against water nations ?

Do all nations have at least access to some water, death or air randoms for their national mages, or are some themes dependant of indie mages or their pretender to do anything underwater ? If it's the case I suggest to make water/death/air indie mages more common than indeps of other schools. If more specialized nations are a good thing, being unable with some to do anything against an ennemy water power may be a balance issue

Endoperez September 14th, 2006 09:08 AM

Re: Limited randoms Vs Water nations
 
Quote:

Twan said:
Reading that the new system for randoms in magic paths specialize far more each nation, I wonder how some nations will do against water nations ?

Do all nations have at least access to some water, death or air randoms for their national mages, or are some themes dependant of indie mages or their pretender to do anything underwater ? If it's the case I suggest to make water/death/air indie mages more common than indeps of other schools. If more specialized nations are a good thing, being unable with some to do anything against an ennemy water power may be a balance issue

I haven't tested it, but Shamblers, Ichtyids, Mermen, Toad tribe warriors and other land-recruitable amphibian units help are one option available to every nation.

It could be a balance issue, but I doubt it will be more difficult than e.g. opposing Ashen Empire as, say, base Ulm. It is harder for some nations, and I don't think it's too hard for any nation, but I'm not very good at finding balance problems.

Gandalf Parker September 14th, 2006 01:19 PM

Re: Limited randoms Vs Water nations
 
While mentioning water, its important to note that water-magic no longer allows an air-breather to enter the water

Endoperez September 14th, 2006 02:51 PM

Re: Limited randoms Vs Water nations
 
Quote:

Gandalf Parker said:
While mentioning water, its important to note that water-magic no longer allows an air-breather to enter the water

As a secondary effect. There are still water-breathing items, but water mages can't go under water. Whew, you got me scared for a moment there, Gandalf.

PhilD September 14th, 2006 03:38 PM

Re: Limited randoms Vs Water nations
 
Quote:

Gandalf Parker said:
While mentioning water, its important to note that water-magic no longer allows an air-breather to enter the water

Wow - that's a big change. Invading underwater just became much, much harder, right? Especially if tough summons are also harder to get...

Gandalf Parker September 14th, 2006 05:13 PM

Re: Limited randoms Vs Water nations
 
Yes I used to love that Jotunheim culd take advantage of finding itself near water.

BigJMoney September 14th, 2006 05:29 PM

Re: Limited randoms Vs Water nations
 
Just to add my $0.02, I really hope it becomes harder for non water nations to get into the water, at least in one of the ages. The reason I feel this way, is that I remember when I first discovered Dominions. The fact that there was an Atlantis nation (I didn't know R'yleh at the time) that could build cities underwater was the coolest thing ever. The fact that the other nations have to purposefully develop strategies to get underwater themselves was very cool to me. It was Atlantis' special ability. Anyway, you won't see me complaining about changes like this.

=$=

PS -- When I found out undead armies could march underwater, that was also cool to me.

DominionsFan September 14th, 2006 06:35 PM

Re: Limited randoms Vs Water nations
 
Quote:

BigJMoney said:
Just to add my $0.02, I really hope it becomes harder for non water nations to get into the water, at least in one of the ages.


I agree, however if this would happen, it would need some balance. Example: it must be harder for the water nations to conquer the non water provinces. That would be perfectly balanced then.
Actually I am wondering...can we make a mod like this? I am not familiar with the Doms 2. modding.

Morkilus September 14th, 2006 07:15 PM

Re: Limited randoms Vs Water nations
 
Quote:

BigJMoney said:
PS -- When I found out undead armies could march underwater, that was also cool to me.

Ooh yeah, when I saw that scene in Land of the Dead, my Ermorian armies conquering the sea in the Cradle map popped into my head. Of course that scene makes no sense, but it was way cool-looking. I loooove taking Wraith Lords into the sea to waste those pesky tritons.

Twan September 15th, 2006 10:05 AM

Re: Limited randoms Vs Water nations
 
Hum so non death nations not only need water magic but also a water gems income (or air magic + air income or some alchemy) to begin any underwater expansion (except with amphibious poptypes, but having amphibious poptypes 1/ it's a matter of luck like having indie water mages/gems sites, 2/ doesn't give any advantage against indies like magic or the ability of using sacred troops + priests do).

It's a very big buff not only for aquatic but for death nations (and I'm not really thinking one or another needed it, but perhaps it's balanced by other factors like weaker national summons or other things we can't see before playing).

Daynarr September 15th, 2006 10:59 AM

Re: Limited randoms Vs Water nations
 
No, what you need is province with aquatic units.

Twan September 15th, 2006 11:41 AM

Re: Limited randoms Vs Water nations
 
(amphibious poptype = with amphibious units http://forum.shrapnelgames.com/images/smilies/wink.gif)

Daynarr September 15th, 2006 12:34 PM

Re: Limited randoms Vs Water nations
 
Sorry I missed brackets part. Anyway, provinces with amphibious units are easiest way to get underwater. If you can't find any, THEN you have to resort to other (usually more expensive) means. Don't forget some mercenaries can go underwater too.


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