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-   -   update on progress page (http://forum.shrapnelgames.com/showthread.php?t=46861)

WraithLord December 31st, 2010 07:41 PM

update on progress page
 
FYI
"
31st December 2010
* Modding: Gift of reason is subject to spec limitations on target unit.
"

I'm not sure what does it actually mean. Maybe allow CBM that tarts wouldn't be a valid target for GoR?

Finalgenesis January 1st, 2011 07:37 AM

Re: update on progress page
 
Maybe mindless units can't be GoRed? Gargoyle comes to mind...

WraithLord January 1st, 2011 08:25 AM

Re: update on progress page
 
Makes sense. But that would cut down a whole branch of currnent strats.

Makes more sense not to allow to GoR Tarts. With that we'd be clear of endgames ruled by tartarians.

bbz January 1st, 2011 09:58 AM

Re: update on progress page
 
Hello I'm new around here, well I've been reading a lot but I have no MP experience so I was just wondering what is the problem you see in Tartartians? I know that they are good thug/SC chassis and relatively cheap, but are you trying to remove them as such or to diversify the endgame?

Well I read somewhere(I might be mistaken) That the goal late game is to go for Const8 and then going for conj9 to get tartarians. What I assume is the problem is that everyone(of the remaining players) goes for const8 and then if they dont get the chalice they are a bit screwed since the guy that gets it gets the best chasis aka-tarts. Whouldn't highering their price help a little? I am a fan of SC particularly Bandar log's ones "_" and I find fighting with SC vs SC (trying to dodge enemy casters) Entartaining, so my concern is that by removing tartars people will start looking at the other sc-chassis find cost effective one, and start trying to remove it saying that its over-powered again, thus reducing the diversity and removing SC as a strategy to go for late game.

Gandalf Parker January 1st, 2011 11:06 AM

Re: update on progress page
 
1st January 2010
* Modding: New commands for underwater recruiting #uwcom1 ... #uwcom5 and #uwunit1 ... #uwunit5.

Amorphous January 1st, 2011 12:11 PM

Re: update on progress page
 
Quote:

Originally Posted by Gandalf Parker (Post 767427)
1st January 2010
* Modding: New commands for underwater recruiting #uwcom1 ... #uwcom5 and #uwunit1 ... #uwunit5.

Nice!

WraithLord January 1st, 2011 02:11 PM

Re: update on progress page
 
bbz the problem with tarts is that at some point they would own the end game. As in no matter what nation you were you'd employ them so the end became choiceless and boring.

With CBM 1.7 & EDM I'm no longer sure this is the case.

Corinthian January 1st, 2011 02:37 PM

Re: update on progress page
 
Actually, the lack of hammers in CBM 1.7 might just increase this problem. I have been playing in kings of drama using CBM 1.7 for 33 turns now, and I have yet to see a single thug in the game so far. I'm sort of starting to doubt I will see one until the tartarians start showing up. Because they are the only chassis that are powerful enough that you can afford to put expensive equipment on them without hammers.

Of course, all those gems are probably going somewhere else instead. But were? I don't know?

bbz January 1st, 2011 04:15 PM

Re: update on progress page
 
Thank you for the responce,
I was thinking if there is a way to compare them (tarts) to the other chasis would be the most unbiased way of not removing them from the game but leaving an end game open to the other types of SC and making Tarts a weapon late game, but not the only weapon.
In CBM 1.7 they cost 12 a peace and u get 1/5 chance to get a usable chassis, thats 60d gems to get one + 20 for GoR, + 30-40(this varries a lot) for equipment, thats 120-130 gems so if 2-3 of other Sc-chassis can take them lets say more than 50 % of the time, costing 120-130 (thats including equipment) that would be sort of ballanced and people would start thinking why not use those and not pay for the chalice.The problem I see here is that their equipment only would cost 90-120 which is a bit unfair, but if you bump Tartarians price a bit(lets say 20- 25 for the chance to get a usable one at the begginning for less than 5 worth of them, which is a good thing) that would make their cost 100-120 + equipment = 160ish(which is as much as Seraph from a whish with ****ty equipment) = 3 commanders costing 20 gems+ 30 gems worth of equipment. And if 3 commanders cant beat them then higher the price even more:).
Another option is to give them only to some races, which have hard time early on,(with the higher price,and not ruining the story of the game its possible).
Keep in mind though that there doesn't exist a prefectly balanced game (with diverse civilizations,races whatever)and thats the whole beauty of it - diversity. In most of the games you pick your side and you know- now I'll have easy time early game, but later on its gonna be harder or the opposite:) so its all about personal preference.

P.S. I know that its not an easy thing to balance the game so, I want to appologise in advance if I am completely wrong, those are my thoughts on the matter and I'm just trying to help the community:).

Corinthian January 1st, 2011 08:29 PM

Re: update on progress page
 
The real power behind Tarts, and the reason people go for them is not their power or their cheapness. No, its their plenty! Unless you have national SC chassis, or can cast wish, you could probably only go for elemental royalty, but they might already be taken, and come in limited numbers. And even then only the Air queens and one of the water queens can measure up the tarts.
Also, even if only one tart in five is useful on the spot, 12 gems is not bad for a troop as strong as a tart.

Warhammer January 1st, 2011 08:48 PM

Re: update on progress page
 
What about putting a limit on the # of tartians summonable?

Baalz January 1st, 2011 09:26 PM

Re: update on progress page
 
Quote:

Originally Posted by Corinthian (Post 767439)
Actually, the lack of hammers in CBM 1.7 might just increase this problem. I have been playing in kings of drama using CBM 1.7 for 33 turns now, and I have yet to see a single thug in the game so far. I'm sort of starting to doubt I will see one until the tartarians start showing up. Because they are the only chassis that are powerful enough that you can afford to put expensive equipment on them without hammers.

Of course, all those gems are probably going somewhere else instead. But were? I don't know?

Oh I doubt that. There are plenty of chasises that are effective enough with a frost brand and vine shield or something similarly priced, and a smaller number that can get away with just a good shield if you're clever about it. 15 gems (plus the cost of the chasis) is a very reasonable price for something that can reliably clear PD out as a raider, and not *that* far from the 10 it'd cost you with hammers. Heck, you'd have to outfit three thugs thusly to break even for the cost of your first hammer, and assuming you were making multiple hammers before its not much of a stretch at all to say you could easily outfit 10+ light thugs with the same number of gems you were doing your first 10 thugs using hammers. Thing is, most people tend to go overboard and use 50 gems worth of equipment when 15 would work. Know what you want to accomplish, and use just enough resources to reliably do that.

TheConway January 1st, 2011 11:22 PM

Re: update on progress page
 
Quote:

Originally Posted by Warhammer (Post 767461)
What about putting a limit on the # of tartians summonable?

Not possible.

Gandalf Parker January 1st, 2011 11:55 PM

Re: update on progress page
 
Unless you made them all unique.


BTW someone in the irc channel pointed out that the note on limiting GoR does say its a modding note. So unless thats an error this might be an added way for us to limit it, not the game itself

NTJedi January 2nd, 2011 02:57 PM

Re: update on progress page
 
Quote:

Originally Posted by Warhammer (Post 767461)
What about putting a limit on the # of tartians summonable?

Actually I disagree with removing hammers and feel the solution for Tartarians should be creating new summoning spells and offensive spells which are specific for Tartarians and SuperCombatants.
A) A spell which summons 10 weak units which have the #horrormark trait... thus when struck leave a horrormark. Gem price makes them not useful against mages or regular troops, but valuable against supercombatants.
B) A spell which summons 5 average units and are size 4 which have two melee attacks... one which does increased damage to larger units and another which does increased damage to undead. Gem price makes them not useful against mages or regular troops, but valuable against the large undead supercombatants.
C) A spell which summons 2 strong flying units which are size 5 with lots of life with armor negating missile weapons which do extra damage against larger units, yet only last for the duration of the battle. Gem price makes them not useful against mages or regular troops, but valuable against the Tartarians.

I could easily provide a list of offensive spells as well, yet I don't have the time for the modding.

NTJedi January 2nd, 2011 04:22 PM

Re: update on progress page
 
QUESTION: What's the most recent update??

"2nd January 2010
* --nonationinfo is now implemented. "

Gandalf Parker January 2nd, 2011 04:26 PM

Re: update on progress page
 
Good catch.
I looked right at that and didnt see it. I'll let Johan know

Warhammer January 2nd, 2011 05:19 PM

Re: update on progress page
 
Quote:

Originally Posted by NTJedi (Post 767511)
Quote:

Originally Posted by Warhammer (Post 767461)
What about putting a limit on the # of tartians summonable?

Actually I disagree with removing hammers and feel the solution for Tartarians should be creating new summoning spells and offensive spells which are specific for Tartarians and SuperCombatants.
A) A spell which summons 10 weak units which have the #horrormark trait... thus when struck leave a horrormark. Gem price makes them not useful against mages or regular troops, but valuable against supercombatants.
B) A spell which summons 5 average units and are size 4 which have two melee attacks... one which does increased damage to larger units and another which does increased damage to undead. Gem price makes them not useful against mages or regular troops, but valuable against the large undead supercombatants.
C) A spell which summons 2 strong flying units which are size 5 with lots of life with armor negating missile weapons which do extra damage against larger units, yet only last for the duration of the battle. Gem price makes them not useful against mages or regular troops, but valuable against the Tartarians.

I could easily provide a list of offensive spells as well, yet I don't have the time for the modding.

I think this is a much more palatable solution than limiting hammers.

TheConway January 2nd, 2011 05:21 PM

Re: update on progress page
 
Post your ideas in the CBM thread, qm might see them then.

quantum_mechani January 2nd, 2011 07:53 PM

Re: update on progress page
 
There seems to be a bit of a misunderstanding on the rationale for making hammers unique. It was not intended to significantly address the tartarian problem (hopefully the new patch will allow that through GoR), the issue was the ubiquitousness of hammers. The game could not be competitively played without them, this greatly skewed pretender creation (the e3 factor alone was making many pretender chassis simply unusable in games without trading), was well as gem usage and research. Not to mention creating micromanagement for basically no reason.

Gandalf Parker January 2nd, 2011 08:04 PM

Re: update on progress page
 
Yes it definitely would be more useful in the CBM thread than the games Patch/Upgrade thread

Bananadine January 2nd, 2011 08:14 PM

Re: update on progress page
 
Where may these update notes be found?

Bananadine January 2nd, 2011 08:15 PM

Re: update on progress page
 
Oh I was able to Google it: http://ulm.illwinter.com/dom3/dom3progress.html

Corinthian January 3rd, 2011 09:19 AM

Re: update on progress page
 
Quote:

Originally Posted by Baalz (Post 767465)
Oh I doubt that. There are plenty of chasises that are effective enough with a frost brand and vine shield or something similarly priced, and a smaller number that can get away with just a good shield if you're clever about it. 15 gems (plus the cost of the chasis) is a very reasonable price for something that can reliably clear PD out as a raider, and not *that* far from the 10 it'd cost you with hammers. Heck, you'd have to outfit three thugs thusly to break even for the cost of your first hammer, and assuming you were making multiple hammers before its not much of a stretch at all to say you could easily outfit 10+ light thugs with the same number of gems you were doing your first 10 thugs using hammers. Thing is, most people tend to go overboard and use 50 gems worth of equipment when 15 would work. Know what you want to accomplish, and use just enough resources to reliably do that.

This is probably true in and of it self. Never had any luck with light thugs against the AI though.

There is still, however, the problem of psychology. If you have a hammer, then you are going to use that hammer every turn, even if there is not anything you want with it. That way you wind up with equipment that you would otherwise not have. Witch you might as well summon some bane lords to wear. Without hammers, people will not make thugs in the same wanton manner.

earwicker7 January 3rd, 2011 08:38 PM

Re: update on progress page
 
Any idea when the patch is due?

Edi January 4th, 2011 03:11 PM

Re: update on progress page
 
A patch never comes late, nor does it appear early. It arrives at precisely the right time. ;)

In other words, we don't know. The latest one has been in development for months, since Illwinter is working primarily on their new project.

I'm happy that something is happening, but the most definite mark of an imminent patch is when I start getting email from Illwinter with instruction on what new modding commands do so that the modding manual can be updated.

earwicker7 January 4th, 2011 04:11 PM

Re: update on progress page
 
Quote:

Originally Posted by Edi (Post 767664)
A patch never comes late, nor does it appear early. It arrives at precisely the right time. ;)

Hmmph. Fool of a Took! :D

WraithLord January 4th, 2011 04:48 PM

Re: update on progress page
 
:lol

I'm currently in the process of watching the fellowship movie ( a fragment every day when possible).

Hopefully the patch would bring with it some nice surprises like Gandalf so often does ;)

Gandalf Parker January 5th, 2011 10:31 AM

Re: update on progress page
 
PATCH HAS BEEN GIVEN A VERSION NUMBER
which means it has been released to the Beta Group for testing before making it downloadable

WraithLord January 5th, 2011 11:51 AM

Re: update on progress page
 
Content of new patch is real nice:

5th January 2011
* Version 3.25
* popkill now works for non commanders as well.

2nd January 2011
* --nonationinfo is now implemented.

1st January 2011
* Modding: New commands for underwater recruiting #uwcom1 ... #uwcom5 and #uwunit1 ... #uwunit5.

31st December 2010
* Modding: Gift of reason is subject to spec limitations on target unit.

1st August 2010
* Fixed crash during turn generation.

24th July 2010
* Trying to view a non existant battle will no longer crash the game.

22nd July 2010
* Modding: Maximum number of spells increased from 1200 to 2000. This will make it possible to have more spells in mods.
* Modding: Maximum number of name types increased from 60 to 100.

15th May 2010
* Mighty Yari was incorrectly a missile weapon, fixed.
* Yogini was not a female, fixed.
* Some units got wrong type of names, fixed
* Horse Brothers had switched pictures with their commander, fixed.
* Tribal King now has a javelin instead of a sling, just like in the picture.
* Burned down lab/temple event messages while sieged now go to the sieged player.
* Battles caused by random events are now resolved at the end of the random event step. This should fix any problems with barbarians attacking a sieging army due to bad luck.
* The Blood Keep site now gives a mountain citadel instead of a swamp city.
* Many more sites can now be found in cave provinces.

25th April 2010
* Some typos fixed.

24th April 2010
* Improved performance and window resposivness of the 'AI thinking' host stage.
* Maggots spell was broken, fixed.
* It was sometimes possible to continue sacrificing slaves even if your temple had burned down, fixed.
* Two monthly Voice of Tiamat spells didn't cooperate very well, fixed.

16th March 2010
* Shields could parry some effects they shouldn't be able to, like fear. Fixed.
* Trampling could result in multiplying the target in some circumstances. Fixed.

9th March 2010
* Pulseaudio on linux used .so instead of .so.0, fixed.

Jack_Trowell January 5th, 2011 01:48 PM

Re: update on progress page
 
Yes, very good news.

However still no auto-darkness in cave provinces ? :(

Oh, and happy new year to all !:angel:

WraithLord January 5th, 2011 02:33 PM

Re: update on progress page
 
happy new year :D

"However still no auto-darkness in cave provinces ? "

Can't this be fixed in CBM?

quantum_mechani January 5th, 2011 02:41 PM

Re: update on progress page
 
Quote:

Originally Posted by WraithLord (Post 767748)
happy new year :D

"However still no auto-darkness in cave provinces ? "

Can't this be fixed in CBM?

No. The darkness with PD for Agartha is about as close as it gets (and in fact mainly came about because Agartha can't normally get any use out of darkvision).

WraithLord January 6th, 2011 08:31 AM

Re: update on progress page
 
Thanks QM.

Would you like to do a similar progress log for your (excellent) CBM?

This would give us another source for excitement and speculation :)

Tecnócrata January 6th, 2011 09:16 AM

Re: update on progress page
 
We need to raise nation limit. I've the game since monday and already made 7 new. I'm running out of space.

WraithLord January 7th, 2011 05:57 AM

Re: update on progress page
 
hmmm, llamaserer says: "A new version of Dominions has just been released. The LlamaServer has shut down until llamabeast has a chance to update it."

I guess the patch is already out, though no announcement was made yet.

llamabeast January 7th, 2011 06:18 AM

Re: update on progress page
 
No no, the llamaserver has just gone haywire. Read the message on the front page. Very sorry, I sabotaged it myself and haven't had a chance to fix it!

llamabeast January 7th, 2011 06:18 AM

Re: update on progress page
 
No no, the llamaserver has just gone haywire. Read the message on the front page. Very sorry, I sabotaged it myself and haven't had a chance to fix it!

Gandalf Parker January 7th, 2011 09:55 AM

Re: update on progress page
 
I almost did the same thing.
I unpacked the beta test copy and installed it but instead of updating a personal copy it updated the servers shared copy (my fault). I did a couple of quick tests and then I THINK I managed to back everything up before any of the running games were affected.

And I am in the same situation. I am freezing on all requests to start new games on Dom3Minions.com until after the patch is released. Updates can be a real pain to try and get the server and all of the players onto the same version for the same turn. So no new game requests please until everyone is patched equally.

Added Note: I CAN make games already running continue to use an old version but efforts to do that in the past have generally failed since one of the players is almost always going to update. Its easier for everyone to catch up than for one to backup to a previous version so in general I dont recommend the effort.

archaeolept January 7th, 2011 11:03 AM

Re: update on progress page
 
especially as so many of your hosted games are goons ;)

Gandalf Parker January 7th, 2011 12:24 PM

Re: update on progress page
 
I think I was just about evenly split between 3 Dom3 forums. This one here, Goons, and Qt3. Until one of the other Goon hosts developed internet problems and we migrated all his games to me.

I mentioned my goof in all 3 forums. But yeah, the Goons do tend to be the most vocal so that might make a diff also.


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