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-   -   Wishlist: Non-mage Commander Abilities (http://forum.shrapnelgames.com/showthread.php?t=41608)

Dectilon December 14th, 2008 03:12 PM

Non-mage Commander Abilities
 
Sure, there's Standard Bearer, but for the most part there's not that many regular commanders that you feel can make a big difference in your army. Wouldn't it be interesting to have some special bonuses as long as a commander of a certain typ is within a certain distance from units. Perhaps a charge bonus, a bunus to movement speed or perhaps even precision.

I think it would make it easier to diversify the teams to have abilities like these :)

Gandalf Parker December 14th, 2008 03:17 PM

Re: Non-mage Commander Abilities
 
There are also some with boosts in leading certain unit types (dragons, lizards, wolves, etc).

It might be interesting to have an Archer Trainer with leadership of 10 with an areas afect of precision boost. Or a formation captain which provides a boost on charge.

I think they should be low-leadership (not able to boost really large groups). Besides with the special equipment for boosting leadership I think the number can get high enough with some effort.

llamabeast December 14th, 2008 03:41 PM

Re: Non-mage Commander Abilities
 
Quote:

There are also some with boosts in leading certain unit types (dragons, lizards, wolves, etc).
What, really?

Sombre December 14th, 2008 03:50 PM

Re: Non-mage Commander Abilities
 
I highly doubt it. But it's possible I guess. This is dominions.

Dectilon December 14th, 2008 03:54 PM

Re: Non-mage Commander Abilities
 
Oh, I agree. The Hydra Tamer could give a defense skill boost to hydras for example :) He has leadership 10 I think.

thejeff December 14th, 2008 04:04 PM

Re: Non-mage Commander Abilities
 
At least if it's done the same way as Standard, that is AoE bonuses, actual leadership score would have nothing to do with it.

I'd rather have them with high leadership. Anything to encourage using national leaders instead of indy commanders and the only nationals actually used be mages.

JimMorrison December 14th, 2008 04:07 PM

Re: Non-mage Commander Abilities
 
I don't think there's a mechanism for having someone only affect the units directly under their command.

Pretty sure you would be limited to either an AoE Aura like Standard/Fear, or a Battlefield-wide effect.

If that were added to modding commands, it could really be amazingly cool. I would give a lot of the blander heroes thematic STR or DEF boosts, or whatever is applicable. Nothing huge, mind you, but it would be interesting if for instance, Auluudh from R'lyeh gave +1 MR to his entire army, because the presence of his mind is so powerful, it can shield all of those lesser minds, to an extent.

I know that if it's Battlefield-wide, technically this can be done with modding #onebattlespells on them, but none of the relevant spells are weak enough. I don't want Auluudh to give free Antimagic in combat, that's way too powerful. But if he gives +1 MR, and especially if it is allowed to stack with Antimagic, then it increases his utility in a way that could be seen as balanced, once other traits are assigned to other heroes.

Some other interesting ideas would be a totally Blind hero for Agartha, that boosts ATK and PRE in troops in his army, but of course only one army. Menopathos the White Minotaur could perhaps give 3% regen on the field. "Raterik" the Hero, et al, could give +2AP.

I could do this all day. :P

Tifone December 14th, 2008 04:48 PM

Re: Non-mage Commander Abilities
 
Yay, those would be great, IIRC we had already a thread that went on a topic like this one. EXTREMELY difficult to happen imho, but would be very very cool :cool:

EDIT: found = http://forum.shrapnelgames.com/showt...048#post657048 :)

Dectilon December 14th, 2008 06:30 PM

Re: Non-mage Commander Abilities
 
It's not possible to make a effect similar to standard but affect different things? Is the system a bit of a mess? : )

Gandalf Parker December 14th, 2008 07:15 PM

Re: Non-mage Commander Abilities
 
Its possible but the devs have moved on to another project. So other than quick easy patchings we arent likely to get many surprises. Large patchings or improvements are more of a dream item than they used to be.
Most of our desires are now in the hands of the modders.

Dectilon December 14th, 2008 08:19 PM

Re: Non-mage Commander Abilities
 
Well then, as a completely untalented retard just let me say: GET TO WORK MODDERS! BLOODY NOW! :D

lch December 14th, 2008 11:04 PM

Re: Non-mage Commander Abilities
 
Quote:

Originally Posted by Gandalf Parker (Post 660106)
Its possible but the devs have moved on to another project. So other than quick easy patchings we arent likely to get many surprises.

I'll have to disagree, I was quite surprised by the last patch and the patch announcements from the changelog for the upcoming one. There were a couple of things inside that have been requested for ages, and were considered "not going to be changed anymore", but now they're being fixed.

As for mysterious leader bonuses, could you name one where that happens? I know that the game has stuff like Ivy Lord and so on, but I'm not aware of stat bonuses to the units under the control, only about summoning bonuses.

Gandalf Parker December 15th, 2008 12:36 AM

Re: Non-mage Commander Abilities
 
I dont know of any with bonuses to the stats of units under them other than Standard Bearers and the like.
I was adding to the comment of "Sure, there's Standard Bearer" when
I said there are also some with boosts in leading certain unit types (dragons, lizards, wolves, etc).

Endoperez December 15th, 2008 02:44 AM

Re: Non-mage Commander Abilities
 
Quote:

Originally Posted by Dectilon (Post 660117)
Well then, as a completely untalented retard just let me say: GET TO WORK MODDERS! BLOODY NOW! :D

It's not possible in the sense of "modders can do it", but in the sense of "the developers might add a new ability like that".

Modders can do some similar things, like creating commanders that autocast a custom spell that boosts the units near him. However, custom spells can only do stuff that's already available in some form, and it's not easy to get custom spells working correctly with autocast command.

Conceptual Balance does something similar for many pretenders (others are boosted in other ways) and perhaps a few national heroes as well.


Gandalf, what do you mean by that? I get the idea that some commanders lead certain unit types BETTER, while as far as I know, there are only abilities that let you SUMMON units for you to lead. Dragon Mastery -> "dragons", Wolfherd/Werewolf -> wolves, Mother of Serpents -> snakes etc.

Gandalf Parker December 15th, 2008 11:43 AM

Re: Non-mage Commander Abilities
 
@Dectilon: I think the expert modders already chimed in that the ability wasnt available. I just meant that in general, we need to look to the modders rather than pin our hopes on the devs dwindling free time. Of course, Im always thrilled by what they do provide. And Johan does seem to have a love of the modders. Anything that is in the game seems somehow close and easy to being a new mod command.

@Endoperez: My apologies. Ive never tested them but I got the impression they had some sort of benefit leading those troops. At least the description. Isnt there a commander in Ctis which specifically says he does a better job leading lizards? And the Hydra Trainers descript with a leadership of 10 might just be flavoring. You and lch would probably know. But if thats true then they are great cases for requesting this. It can be brought up to KO as a thematic addition.

Soyweiser December 15th, 2008 11:54 AM

Re: Non-mage Commander Abilities
 
Quote:

Originally Posted by Gandalf Parker (Post 660243)
@Endoperez: My apologies. Ive never tested them but I got the impression they had some sort of benefit leading those troops. At least the description. Isnt there a commander in Ctis which specifically says he does a better job leading lizards? And the Hydra Trainers descript with a leadership of 10 might just be flavoring. You and lch would probably know. But if thats true then they are great cases for requesting this. It can be brought up to KO as a thematic addition.

I tried it with EA hydra's. I saw no stat difference when hydra's where led by the hydra tamer.

Gandalf Parker December 15th, 2008 12:43 PM

Re: Non-mage Commander Abilities
 
I was hoping that it would show up in battle. Abit less stupidity, less routing, anything which would reflect "better leadership" than assigning them to another leader. It obviously isnt true but it would be nice if that commander could lead more of them the way that an undead leader leads more undead. I know thats not the same type of attribute and cant be shifted over, but those are the kind of boost that would be nice on units whose descriptions seem to indicate they should lead certain troops. I also wouldnt mind infantry commanders leading infantry and mounted leading mounted. Not forced, but some sort of benefit to make it a tactical consideration.


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