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-   -   Lack of supplies... (http://forum.shrapnelgames.com/showthread.php?t=35473)

Tuidjy July 20th, 2007 11:30 PM

Lack of supplies...
 
One of my armies lacked 26 supply units. It did not get them. As a result,
about 250 units got diseased. This is more than 50% of the troops, and
about 10 times as many men as supplies were lacking.

Now, it was only my fault I let the guys starve - I had no time to take the
turn. But seriously, shouldn't only the weakest X units get a disease when
only X supplies are missing?

lch July 21st, 2007 01:32 AM

Re: Lack of supplies...
 
Sounds fishy. Only units that were already starving the turn before should have gone diseased, I think.

Jazzepi July 21st, 2007 01:41 AM

Re: Lack of supplies...
 
You might have walked into a province with a disease causing site.

Jazzepi

llamabeast July 21st, 2007 07:10 AM

Re: Lack of supplies...
 
That doesn't sound normal for lack of supplies. I've had an army that's been 10% starving for ages (maybe 10 turns), and it's mostly fine.

Tuidjy July 21st, 2007 07:25 AM

Re: Lack of supplies...
 
I had searched the province at level 3-4 for anything but fire and blood.
I found no bad sites. It has white man's hill(!), another good site, and
something that causes 5 points of unrest.

In any case, the number of diseased troops is extremely close to 50%.
It's a shooty army, so I would not be surprised if it is exactly 50 plus
the few units who were diseased before the disaster.

Szumo July 21st, 2007 09:23 AM

Re: Lack of supplies...
 
Is that something that causes 5 points of unrest called Inkpot something by chance? Because that site spreads disease...

RonD July 21st, 2007 10:36 AM

Re: Lack of supplies...
 
If any commanders got the disease, then it is from a site for sure.

And just a guess... does [img]/threads/images/Graemlins/icon49.gif[/img] [img]/threads/images/Graemlins/icon49.gif[/img] "something that causes 5 points of unrest" [img]/threads/images/Graemlins/icon49.gif[/img] [img]/threads/images/Graemlins/icon49.gif[/img] mean a blood site that you haven't searched for yet?

Tuidjy July 21st, 2007 03:05 PM

Re: Lack of supplies...
 
Isn't the "Inkpot" a site that is always visible? I know that I have
seen it before, and I also know that I have never blood searched a
province in four years of playing Dominions II/III. Maybe I saw it
after an Acashic Record.

Ballbarian July 21st, 2007 03:17 PM

Re: Lack of supplies...
 
Crown of Darkness is a level 4 death site that causes disease. Also consider sneaking disease spreaders (especially in multiplayer).

Inkpot End is a level 0 site and should be visible instantly.

Kristoffer O July 21st, 2007 06:20 PM

Re: Lack of supplies...
 
I'm not sure how starvation works, but it should not cause 50%+ diseased troops in one turn. You should get one turn of warning and regular starvation. Next turn those units with a starvation tag are eligible to disease IIRC. Starving is somewhat proportional to supplies, but I'm not sure to what extent. A large starving army is probably affected worse than a small one, but I'm not sure.

MaxWilson July 21st, 2007 07:34 PM

Re: Lack of supplies...
 
Don't forget to pillage. http://forum.shrapnelgames.com/images/smilies/happy.gif

(It might be nice if there were a "Move and Pillage" option similar to "Move and Patrol." Right now, you have to alternate between moving and pillaging in enemy territory, although it could be that that's a good thing.)

-Max

Jazzepi July 21st, 2007 07:54 PM

Re: Lack of supplies...
 
I think it's definitely be interesting to see "move and pillage". I think people would be much more likely to actually use pillage if their armies didn't have to stand still. After all, it's almost always more useful to just take as many territories as possible then to sit in one and pillage it down.

Jazzepi

MaxWilson July 22nd, 2007 12:58 AM

Re: Lack of supplies...
 
It would also help if we knew roughly how many supplies we can expect to (probably) gain from pillaging, because again who wants to risk pillaging a province and possibly starving anyway, vs. moving on to another territory which might be greener (but often isn't)?

-Max

Sombre July 22nd, 2007 02:12 AM

Re: Lack of supplies...
 
I think move and pillage would be an improvement - you wouldn't always want to use it because hey you're planning on taking that territory over eventually. It would just make stealth raiding and PD more important, which is a good thing in my mind.

Sir_Dr_D July 22nd, 2007 02:56 AM

Re: Lack of supplies...
 
I don't think move and patrol actually does any patroling. As in, it won't help you catch spies or bring down unrest. I always took move and patrol to mean, move and stay outside of the castle. That is what I always took it to mean. But maybe I am wrong. does anyone have any confirmation?

Move and pillage would be an improvement. But so would making pillaging more effective I would prefer just making it more effective.

Endoperez July 22nd, 2007 03:33 AM

Re: Lack of supplies...
 
It's already hard to stop raiding parties. If Caelum was able to Move&Pillage everywhere they wanted, they could raid any nation to death in very few turns. As such, I'd rather see Pillage increased in power than a new command. However, managing to pillage an enemy capital for one turn could end the game for that nation, and that shouldn't be the case. I'd much rather have Pillage just totally changed:
1) new pillage would cause unrest in proportion to the results of the pillage, as affected by 3 (the higher the unrest, the less gold pillaged, the less unrest is raised)
2) new pillage would cause pop death in proportion to the amount of unrest BEFORE pillaging
3) the amount of unrest apparent wouldn't affect the amount of supplies pillaged, but it would severely hinder the amount of gold pillaged
4) units with pillage bonus would automatically pillage if they're starving

This would make pillaging in a province with very little unrest kill only little population and produce a nice amount of gold, but pillaging in a province with lots of unrest (i.e. after pillaging) kill much more pop and produce less gold. Pillaging could get unrest above 100 in about two turns, with a decent force of fast units, but raising it above 150 would be very slow.

This way, pillaging is an effective way to increase unrest, but can't lock down a recruitment center for too long; it wouldn't be an effective way to destroy population quickly either. Only fast/pillage bonus units could cause severe unrest when raiding, other units would already be small armies and would have better things to do unless starving. And having even some units with pillage bonus in your starving army would initiate pillage, which would create lots of spare supplies and feed more than just the pillaging units.

MaxWilson July 22nd, 2007 08:14 PM

Re: Lack of supplies...
 
What do you mean about pillaging an enemy capital for one turn? You can't pillage until you've captured the fortress, and if you've captured the fortress with an army large enough to effectively pillage, your opponent is already sunk, isn't he?

Other than that, the suggestion sounds cool.

-Max

Endoperez July 23rd, 2007 09:43 AM

Re: Lack of supplies...
 
Quote:

MaxWilson said:
What do you mean about pillaging an enemy capital for one turn? You can't pillage until you've captured the fortress, and if you've captured the fortress with an army large enough to effectively pillage, your opponent is already sunk, isn't he?

Right, I got confused again. I've thought that pillaging enemy capitals is a bit overpowered, and then went on to conquer enemy capital for a turn only to realize it can't be done - and I still can't get it right. http://forum.shrapnelgames.com/images/smilies/frown.gif


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