.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Things Kristoffer Ostremann forgot to double (http://forum.shrapnelgames.com/showthread.php?t=30826)

B0rsuk October 10th, 2006 04:53 PM

Things Kristoffer Ostremann forgot to double
 
I think some more things should be doubled to keep up with doubled resource and gold income.

If understand correctly, gold&resource income was doubled to encourage more national units. I still wonder if it doesn't boost mages more, seeing as they cost only gold.

Gems to Gold alchemy costs were not doubled. Any reason for this ? Was it really necessary to halve effectiveness of alchemy ?

Supply bonuses for Nature mages were not doubled, I think. But Nature magic may not need further buff, with old age resistance and more.

Mages can still lead the same amount of fairies/undead per level.

Some magic sites are two times worse now. Ones like Farm of Plenty, and probably gold mines and other Earth sites.

Is there anything else ?

Corwin October 10th, 2006 08:26 PM

Re: Things Kristoffer Ostremann forgot to double
 
Leadership on some units should be doubled as well I think. 10 troops in Dom3 is not nearly the same as 10 troops in Dom2.

Wick October 10th, 2006 10:03 PM

Re: Things Kristoffer Ostremann forgot to double
 
Mages need castle slots and castles are ~doubled. Mages certainly benefitted less then the regular troops.

Supply bonuses from nature are doubled, from 5 to 10.

Magic and undead leadership primarily apply to summoned creatures. Since gems are the same and research reduced, why would they be increased?

Leadership on regular commanders was ~doubled, from 10-25-50-75-125 to 10-40-80-120-180.

Daynarr October 11th, 2006 12:13 AM

Re: Things Kristoffer Ostremann forgot to double
 
I think that we need maximum indie strenght doubled as well. Indies with strenght 9 (current max) are much easier to overcome now when you can field larger armies. Makes sense to be able to go above 9 for games that have 20+ provinces for each player.

tka October 11th, 2006 01:59 AM

Re: Things Kristoffer Ostremann forgot to double
 
Quote:

Daynarr said:
I think that we need maximum indie strenght doubled as well. Indies with strenght 9 (current max) are much easier to overcome now when you can field larger armies. Makes sense to be able to go above 9 for games that have 20+ provinces for each player.

I second that. Indepstr doesnt really make difference whether it is set 1 or 4, for example. It could scale better imho.

B0rsuk October 11th, 2006 03:57 AM

Re: Things Kristoffer Ostremann forgot to double
 
Well, I still think alchemy (gem to gold) and magic sites (Farm of Plenty, mines) need doubling. I'm pretty sure Farm of Plenty still provides 50 supply.

Gandalf Parker October 11th, 2006 08:38 PM

Re: Things Kristoffer Ostremann forgot to double
 
Quote:

Daynarr said:
I think that we need maximum indie strenght doubled as well. Indies with strenght 9 (current max) are much easier to overcome now when you can field larger armies. Makes sense to be able to go above 9 for games that have 20+ provinces for each player.

What? There is a call for "Gandalfs Insane Padded Campaign Maps" already? Maybe I should reinstitute the project to make it more sensible in placing the units?

Gandalf Parker

NTJedi October 11th, 2006 09:53 PM

Re: Things Kristoffer Ostremann forgot to double
 
Quote:

Daynarr said:
I think that we need maximum indie strenght doubled as well. Indies with strenght 9 (current max) are much easier to overcome now when you can field larger armies. Makes sense to be able to go above 9 for games that have 20+ provinces for each player.

I would also like the option to set independents above 9.

Folket October 12th, 2006 03:47 AM

Re: Things Kristoffer Ostremann forgot to double
 
Why double alchemy? for one fire gem you can summon just as much as you could in dom 2. And for 15 gold you can recruit just as much as you could in dom 2.

DominionsFan October 12th, 2006 06:26 AM

Re: Things Kristoffer Ostremann forgot to double
 
Quote:

NTJedi said:
Quote:

Daynarr said:
I think that we need maximum indie strenght doubled as well. Indies with strenght 9 (current max) are much easier to overcome now when you can field larger armies. Makes sense to be able to go above 9 for games that have 20+ provinces for each player.

I would also like the option to set independents above 9.

Heh, it would be a bit hardcore, especially in SP. http://forum.shrapnelgames.com/image...es/biggrin.gif
Anyways as a possible option, it sounds like a good idea indeed. http://forum.shrapnelgames.com/images/smilies/smile.gif

PDF October 12th, 2006 07:06 AM

Re: Things Kristoffer Ostremann forgot to double
 
B0rsuk,

Resources were *not* doubled, they are exactly as the same levels than Dom2 (you start at base 80, and I didn't notice on maps that the average resource was increased).
Gold was more than doubled (x2.5), but so were buildings costs !
So to recruit mages you now have to invest 1000+ gold vs 400 before, and eventually you don't get much more mages until mid-game, as the recruit speed is limited by number of available castles+labs.

Alchemy wasn't halved, where did you see that ? Fire gems still at 15 and Earth at 10.
Even then I agree that Alchemy is rather less interesting now that gold is more plentiful, even if unit costs remained the same.
For example I don't think the old "Alchemist" strategy will be efficient, as the extra alchemy income will be weak compared to standard income now...

Undead leadership has been upped - at least when I browsed Ermor AE commanders they all had more than before.
I don't think normal leadership should be increased, leadership limitations at least this gives a reason to recruit non-mages commanders...

Supply sites could be doubled, but now supply is not much of a problem anymore so they end up rather useless anyway...
Maybe it is with 1000+ armies late in a game, but 1000+ armies still are not a good idea (one FftS, -500 units, bleh http://forum.shrapnelgames.com/images/smilies/frown.gif !)

Corwin October 12th, 2006 07:53 AM

Re: Things Kristoffer Ostremann forgot to double
 
Quote:

PDF said:
B0rsuk,

Resources were *not* doubled, they are exactly as the same levels than Dom2 (you start at base 80, and I didn't notice on maps that the average resource was increased).
Gold was more than doubled (x2.5), but so were buildings costs !
So to recruit mages you now have to invest 1000+ gold vs 400 before, and eventually you don't get much more mages until mid-game, as the recruit speed is limited by number of available castles+labs.

Alchemy wasn't halved, where did you see that ? Fire gems still at 15 and Earth at 10.
Even then I agree that Alchemy is rather less interesting now that gold is more plentiful, even if unit costs remained the same.
For example I don't think the old "Alchemist" strategy will be efficient, as the extra alchemy income will be weak compared to standard income now...

Undead leadership has been upped - at least when I browsed Ermor AE commanders they all had more than before.
I don't think normal leadership should be increased, leadership limitations at least this gives a reason to recruit non-mages commanders...

Supply sites could be doubled, but now supply is not much of a problem anymore so they end up rather useless anyway...
Maybe it is with 1000+ armies late in a game, but 1000+ armies still are not a good idea (one FftS, -500 units, bleh http://forum.shrapnelgames.com/images/smilies/frown.gif !)

I thought FfhS works as a certain small/medium fire damage to affected units (about 50% of them) if not in castle? Like 10 or 15 AP damage to each unit?

If this is the case, than in your example 500 units would only die if units were low hp. So 500 man out of 1000 could die, but not 500 vine ogres.

Is this true or does FftS works differently?

Boron October 12th, 2006 07:59 AM

Re: Things Kristoffer Ostremann forgot to double
 
Quote:

Korvin said:
I thought FfhS works as a certain small/medium fire damage to affected units (about 50% of them) if not in castle? Like 10 or 15 AP damage to each unit?

If this is the case, than in your example 500 units would only die if units were low hp. So 500 man out of 1000 could die, but not 500 vine ogres.

Is this true or does FftS works differently?

I think it still works as in Dom2.

FftS requires 5f and 35 fire gems now also.
Since the angels are now national summons it is also not so easy to get enough 5f casters i think.

So it largely depends what you can field. Nations with ~30 hp nationals with some armor like Jotunheim should then be near impossible to wipe out with FftS i think.

PDF October 12th, 2006 08:42 AM

Re: Things Kristoffer Ostremann forgot to double
 
You're right Korvin, even if the real effect from FftS is still mysterious it looks like it's a set damage and don't kill as much big stuff as little humans.
Yet I was referring to supply problems from the bigger armies that can be fielded in Dom3 : but VO are magic summons plus they don't eat ! http://forum.shrapnelgames.com/images/smilies/happy.gif

Hadrian_II October 12th, 2006 09:19 AM

Re: Things Kristoffer Ostremann forgot to double
 
What i noticed what was not doubled are some spells like:

- Imprint Souls
- Call of the Wild
- Call of the Wind

And they are now quite weak in comparison to dom2

Endoperez October 12th, 2006 10:52 AM

Re: Things Kristoffer Ostremann forgot to double
 
Quote:

Hadrian_II said:
What i noticed what was not doubled are some spells like:

- Imprint Souls
- Call of the Wild
- Call of the Wind

And they are now quite weak in comparison to dom2

These spells were made weaker by the increased value of provincial defence, that's true, but there have been few changes into at least the last one. Call of the Wind now gets a more powerful commander. Call of the Wild is more powerful in forests (instead of claiming to only work there).

Corwin October 12th, 2006 06:49 PM

Re: Things Kristoffer Ostremann forgot to double
 
Quote:

PDF said:
You're right Korvin, even if the real effect from FftS is still mysterious it looks like it's a set damage and don't kill as much big stuff as little humans.
Yet I was referring to supply problems from the bigger armies that can be fielded in Dom3 : but VO are magic summons plus they don't eat ! http://forum.shrapnelgames.com/images/smilies/happy.gif

I see, thank you for confirmation.

You are right of course, 1000 units army if soldiers are eating will require considerable investment in gems and forging to avoid starvation and desease. Or one would have to field huge ammount of nature mages, but that is much less likely option, considering the numbers.


All times are GMT -4. The time now is 10:42 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.