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-   -   Disbanding army (http://forum.shrapnelgames.com/showthread.php?t=33019)

Fal January 28th, 2007 11:06 AM

Disbanding army
 
Hello just wondering if the disbanding army option is available in the game, can't seem to find such function in the game or hotkey manual, is there a 'smart' way to disband my unwanted troops?

Agrajag January 28th, 2007 11:32 AM

Re: Disbanding army
 
Gee, I wonder if this link will perhaps take you to another thread only two threads down that answers that question

Fal January 28th, 2007 03:17 PM

Re: Disbanding army
 
A rather troublesome solution which most people would not bother to use. But thanks for the link anyway, I will do a search next time if I need an answer.

Perhaps the game designers should finally include this function, hopefully in the next patch.

Wish January 29th, 2007 02:57 AM

Re: Disbanding army
 
eh, we wanted it back in dom 2. I bet even in dom 1. I doubt the solution is the sort of thing we see in the 'next patch.'

maybe in the next version if we can persuade the right people.

Fal January 29th, 2007 08:20 PM

Re: Disbanding army
 
well, I wanted this since dom 2 too, I'm surprised they didn't add such a basic function in d3. Wonder why...

NTJedi January 30th, 2007 02:06 AM

Re: Disbanding army
 
Quote:

Fal said:
well, I wanted this since dom 2 too, I'm surprised they didn't add such a basic function in d3. Wonder why...

Ideally we should be able to select the units we want disbanded then right click an choose an option which then adds them to the province population.
Thus 50 of those weak scared militia could add 500 to a provinces population instead of the gamer wondering how to ditch or kill off these money and food hungry weaklings. If this actually existed then the event of those weak scared militia appearing would not be considered a bad event.

Wish January 30th, 2007 04:39 AM

Re: Disbanding army
 
h... how do 50 guys turn into 500 over the course of a month?

Fal January 30th, 2007 05:05 AM

Re: Disbanding army
 
Adding the disbanded units to local population is an excellent idea. But true 50 units shouldn't turn 500 population instantly. Also by adding such feature means recruiting army will also cost local population.

Adding 1 population to a province will not any make significant change though, but considering there are cooks, medics, blacksmiths, horse/monster breeder, and slaves accompanying the army, perhaps the unit number can be representative.

NTJedi January 30th, 2007 01:29 PM

Re: Disbanding army
 
Quote:

Wish_For_Blood_Slaves said:
h... how do 50 guys turn into 500 over the course of a month?

How come the population doesn't use food supplies within the province?
Why is there no independent black market for trading items and gems?
How is population not effected when troops are being recruited?

... The point is all games have settings which don't match reality. My suggestion of 50 population turning into 500 population is a small yet useful game change. Having 50 troops just add 50 population would still make the weak scared milita event worthless.

NTJedi January 30th, 2007 01:35 PM

Re: Disbanding army
 
Quote:

Fal said:
Adding the disbanded units to local population is an excellent idea. But true 50 units shouldn't turn 500 population instantly. Also by adding such feature means recruiting army will also cost local population.


Having 50 units only equal 50 population will have the weak scared militia still a worthless event. If the 50 units are worth 500 then an otherwise low province can be made useful for blood hunting again after marching two or more groups of these worthless units into the province for disbanding.
Adding such a feature does not mean recruiting new army units will cost local population... any programmer will agree.

Ewierl January 30th, 2007 03:32 PM

Converting gold into citizens
 
The 50>500 idea would be terrible for game balance and in-game "story" consistency. I'd like a disband function to exist, but it would be obviously and seriously absurd for it to add more population than got deducted during recruitment.

Think about it: then you could spend money on recruit/disband cycles to increase population. This makes no sense whatsoever in story/world/realism terms.

I do think there should be a disband function, but it should only be a convenience for unnecessary troops, not a bonus. IMO, you should have to keep paying upkeep for the disbanded unit for another 1-3 months after the disband (retirement package!). And certainly no population gain, unless there's going to be population loss with recruiting.

Wish January 30th, 2007 03:57 PM

Re: Converting gold into citizens
 
yeah dude, just cause it would be cool and usefull doesn't mean its balanced. It would be nice if every nation had their own 9-conjuration titanic SC chassis - like the seraphs or mandahas... but that wouldn't be the right thing to do - it would not be something that any programmer will agree with, nor is your idea.

Cor January 30th, 2007 04:43 PM

Re: Converting gold into citizens
 
I would not want to see the 1=100 ratio. I can imagine huge abuses, and lots more micromanagement.

Iwould be very happy with a simple disband feature, alas it seems we will have to wait until "Dominions 4, Rise of the Thingies"

Cor January 30th, 2007 04:46 PM

Re: Disbanding army
 
Quote:

NTJedi said:

How come the population doesn't use food supplies within the province?


My understanding of this is that supplies is what is left over after the population eats.

NTJedi January 30th, 2007 10:05 PM

Re: Converting gold into citizens
 
Quote:

Ewierl said:
The 50>500 idea would be terrible for game balance and in-game "story" consistency. I'd like a disband function to exist, but it would be obviously and seriously absurd for it to add more population than got deducted during recruitment.


Game Balance?? You must be joking... no human player would buy 50 troops which even the cheapest would cost 350 gold to raise a province by 500 population. That's a terrible investment even a beginner would be wiser... and for the record currently recruiting units don't effect population.

Quote:

Ewierl said:
Think about it: then you could spend money on recruit/disband cycles to increase population. This makes no sense whatsoever in story/world/realism terms.

Do you have ANY frickin clue how 99.9% of all games including Dominions have many many many lists of traits which make no sense whatsoever in every aspect of story/world/realism! And any player not brain dead would know it's a terrible investment to buy units to slightly increase a provinces population.

Quote:

Ewierl said:
I do think there should be a disband function, but it should only be a convenience for unnecessary troops, not a bonus. IMO, you should have to keep paying upkeep for the disbanded unit for another 1-3 months after the disband (retirement package!). And certainly no population gain, unless there's going to be population loss with recruiting.

In case you haven't noticed there are LOTS and LOTS and LOTS of ways a population can decrease yet very very few ways a population can increase. My suggestion would provide a new MINOR way to increase population.

NTJedi January 30th, 2007 10:08 PM

Re: Converting gold into citizens
 
Quote:

Cor said:
I would not want to see the 1=100 ratio. I can imagine huge abuses, and lots more micromanagement.

I agree... MY suggestion was a 1 per 10 ratio.

Wick January 30th, 2007 10:48 PM

Re: Converting gold into citizens
 
I think NT Jedi is right about the balance. The worst case is probably using a few hundred Maenads for a few thousand population for a few tens of gold per turn. At 5 Maenads/turn a Pan could be covering its maintenance cost in *only* 46 turns.

Fal January 31st, 2007 12:39 AM

Re: Converting gold into citizens
 
Calm down a little. It is indeed alot of micromanagement if such army-population conversion feature is to be added. Since this is not the civilization game, one unit is meant to represent one creature in Dom.

If you could work out a sensible equation for such conversion, why not make a mod? I'd download it. As for Illwinter, I will be content if they introduce a basic 'disband army' function.

Taqwus January 31st, 2007 01:34 AM

Re: Converting gold into citizens
 
Quote:

Wick said:
I think NT Jedi is right about the balance. The worst case is probably using a few hundred Maenads for a few thousand population for a few tens of gold per turn. At 5 Maenads/turn a Pan could be covering its maintenance cost in *only* 46 turns.

What about Dreamlands freespawn?

NTJedi January 31st, 2007 05:45 PM

Re: Converting gold into citizens
 
Quote:

Taqwus said:
What about Dreamlands freespawn?

Any units which appear from summoning or freespawn can be added to a 1 per 2 ratio instead of the 1 per 10 ratio.
Also to answer the next future question any undead should not work for any nation thus a 1 per 0(zero) ratio.

danm January 31st, 2007 08:27 PM

Re: Converting gold into citizens
 
as I mentioned in the other thread... personally, I feel that disbanded troops should be added as Unrest, not as Pop.

You suddenly take away a soldiers paycheck, and see how well he assimilates with the civvies...

remember, tho poor guys in-game don't know that the other option was dumping them on the bottom of the ocean http://forum.shrapnelgames.com/images/smilies/laugh.gif


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