.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   New spells/summons (http://forum.shrapnelgames.com/showthread.php?t=43897)

quantum_mechani September 4th, 2009 09:56 PM

New spells/summons
 
At the moment it's a theoretical question, but I'm interested to hear the community's opinions of adding new spells and summons in the CB mod. Since it has become somewhat standard in MP games, obviously great care would need to be taken with such additions, but there are significant balance advantages that could be achieved that way. For example, it is often lamented how late game devolves to almost purely tartarians with a smattering of unique summons, that could in theory be diversified with new options.

Would such changes be outside the scope of CB, or the next logical step to achieve more variety?

Tolkien September 4th, 2009 10:06 PM

Re: New spells/summons
 
Oi, I accidentally voted no when I meant to vote yes.

That being said, I think adding some spells to the mix certainly would help make the late game interesting.

That, and maybe more tartarian nerfs, of course. :p

Trumanator September 4th, 2009 10:06 PM

Re: New spells/summons
 
Personally, I feel that unless a mod(s) became as widely accepted as the CBM mod itself, I would feel that they/it would be beyond the scope of CBM. There are already lots of n00bs who are confused about it, and adding entirely new spells/units/etc. would simply add to the problem. I have no problem with adding new things, but not as part and parcel with the CBM mod.

Frozen Lama September 4th, 2009 10:08 PM

Re: New spells/summons
 
I actually have to agree with Trumanator.

lots of people want that, but not everyone. i think it would be a good change, but outside the scope of CB

quantum_mechani September 4th, 2009 10:12 PM

Re: New spells/summons
 
Quote:

Originally Posted by Tolkien (Post 708850)
Oi, I accidentally voted no when I meant to vote yes.

You mean yes when you meant no? :D

Lingchih September 4th, 2009 10:19 PM

Re: New spells/summons
 
To quantify my no vote, I would say that I am not opposed to a new SC chassis being added by CBM, to diversify the late game a bit. I would be opposed to new spells though... I think that could just get confusing, esp. for new players learning the game.

vfb September 4th, 2009 10:20 PM

Re: New spells/summons
 
But but but ... CBM already adds new units, some of which are new heroes, some of which are dom-summons.

I don't see anything wrong with adding additional spells and summons, on principle. Or sites, for that matter. I'm sure there will be a thorough discussion of the details of any additions.

Any if anything overpowered does slip through, it can get fixed in the next iteration of CBM.

@lingchih: How are we going to get a new SC chassis without a new spell to summon it?

quantum_mechani September 4th, 2009 10:22 PM

Re: New spells/summons
 
Quote:

Originally Posted by Lingchih (Post 708854)
To quantify my no vote, I would say that I am not opposed to a new SC chassis being added by CBM, to diversify the late game a bit. I would be opposed to new spells though...

You realize the new summons would need spells to summon them? ;)

Lingchih September 4th, 2009 10:26 PM

Re: New spells/summons
 
Quote:

Originally Posted by quantum_mechani (Post 708857)
Quote:

Originally Posted by Lingchih (Post 708854)
To quantify my no vote, I would say that I am not opposed to a new SC chassis being added by CBM, to diversify the late game a bit. I would be opposed to new spells though...

You realize the new summons would need spells to summon them? ;)

Don't be nitpicky QM. I was speaking of other spells besides the new summoning spell.

Ballbarian September 4th, 2009 11:56 PM

Re: New spells/summons
 
Why not simply create an optional CBM "companion" spell mod? Might be hard to balance everything with an external option, but maybe worth a thought.

quantum_mechani September 5th, 2009 12:02 AM

Re: New spells/summons
 
Quote:

Originally Posted by Ballbarian (Post 708863)
Why not simply create an optional CBM "companion" spell mod? Might be hard to balance everything with an external option, but maybe worth a thought.

Perhaps I should have been more specific in the opening post- what I am getting at is should spells/summons be included in the standard CBM complete mod.

Squirrelloid September 5th, 2009 02:43 AM

Re: New spells/summons
 
afaict, the purpose of CBM is to bring the game to a better more interesting balance point. Adding new end-game summons could certainly help do that, as could other spells. Thus it seems perfectly within the realm of CBM to make such a change.

I wouldn't see this as any more major than the reorganization of the items with respect to construction level.

Sombre September 5th, 2009 07:28 AM

Re: New spells/summons
 
I don't mind because I already know qm is very conservative about this stuff and it already contains the new heroes, a handful of which have new graphics, so the theory point is already breached.

Psycho September 5th, 2009 07:44 AM

Re: New spells/summons
 
I voted no, but don't get crazy with adding new stuff. Also, I'd like to see Tarts nerfed further.

Sombre September 5th, 2009 07:59 AM

Re: New spells/summons
 
Edit - Nevermind. I was being silly.

llamabeast September 5th, 2009 08:03 AM

Re: New spells/summons
 
Oh man, I voted "yes" when I meant "no". It's because of the sneaky wording - "would you object" rather than "would you like"!

Edit: I guess my bungle just cancels Tolkien's, so the results are accurate again.

DonCorazon September 5th, 2009 10:29 AM

Re: New spells/summons
 
i voted no when i meant yes. this truly is a crafty poll. now that i voted no, i guess i don't object. it would be nice to have some good documentation on anything new that gets added though.

thanks for cb qm!

Jarkko September 5th, 2009 11:20 AM

Re: New spells/summons
 
If the early spells/summons would help those nations needing help early on, and if there would be some other end game in addition to Tartarian factors, then I think new spells and summons would be most welcome.

For example I like the idea behind Burnsaber underwater project; to give more variety at early levels, and to bring new and interesting options to nations which are pretty weak early on.

Tolkien September 5th, 2009 11:29 AM

Re: New spells/summons
 
Quote:

Originally Posted by quantum_mechani (Post 708853)
Quote:

Originally Posted by Tolkien (Post 708850)
Oi, I accidentally voted no when I meant to vote yes.

You mean yes when you meant no? :D

Doh, I meant no. Fortunately, I voted no.

Your poll hath confused me, qm.:D

Executor September 5th, 2009 11:43 AM

Re: New spells/summons
 
Dammit, voted yes meant no.:)

I wouldn't mind new spells and items added but I think it would be better to keep it separate from the CB mod.

quantum_mechani September 5th, 2009 12:12 PM

Re: New spells/summons
 
Quote:

Originally Posted by Executor (Post 708936)
Dammit, voted yes meant no.:)

You mean no when you meant yes? :D

I think I created the world's most tricky poll. ;)

Executor September 5th, 2009 12:19 PM

Re: New spells/summons
 
Err... Now I don't know what the hell I voted or wanted to vote... damn you QM.

Meglobob September 5th, 2009 12:30 PM

Re: New spells/summons
 
I voted no, which was excellent because that's exactly what I mean't to vote!:D

I would love to see some alternative SC's to tarts, the only problem with tarts is there is NO OTHER ALTERNATIVE to them. Tarts need no nerfs, just alternatives!

I would suggest a fire based SC as the very first one, summonable by fire gems only and with perhaps a x3 damage bonus vs undead built in, cost 40'ish fire gems.

Fantomen September 5th, 2009 04:16 PM

Re: New spells/summons
 
New spells, units and sites would be ok as long as they were implemented with the utmost care.

New units would need top notch dom3 style graphics and descriptions on top of fitting into the balance, the reason is that since CBM is used so much it needs to feel just as genuine as the vanilla game.

One alternative is to make more powerful versions of national spells for weak nations. MA Agartha could get ench 7/8/9 spells to mass produce their statues, Marverni could get a remote attack spell with boars led by a boar of the carnute etc...

I don´t think the game needs more cheap SC:s like the tartarians, rather more available counters so they become less useful. I like Meglobobs suggestion, but I´d rather see a cheap fire thug with the specific abilities (flying + innate holy scourge?) to counter tartarians but not to become the "new tartarian" if you get my point.

Executor September 5th, 2009 04:20 PM

Re: New spells/summons
 
I pretty much agree with you Fantomen.

Alpine Joe September 5th, 2009 04:45 PM

Re: New spells/summons
 
Also got tricked by the tricky poll. I don't have any problem with new summons being added.

Jarkko September 6th, 2009 12:20 AM

Re: New spells/summons
 
Quote:

Originally Posted by Fantomen (Post 708969)
I don´t think the game needs more cheap SC:s like the tartarians, rather more available counters so they become less useful. I like Meglobobs suggestion, but I´d rather see a cheap fire thug with the specific abilities (flying + innate holy scourge?) to counter tartarians but not to become the "new tartarian" if you get my point.

This is a good idea!

rdonj September 6th, 2009 10:31 PM

Re: New spells/summons
 
I voted no, and I meant no. By which I of course mean yes. Just remember, yes means no and no means yes.

SlipperyJim September 6th, 2009 11:18 PM

Re: New spells/summons
 
Don't use CBM, but I might try it some time. Wouldn't mind new spells or summons....


All times are GMT -4. The time now is 07:21 AM.

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