Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by Calahan
Maybe some of the popular Level 3/4 anti-rush spells could be reduced to level 1/2 for games with a difficult or very difficult research setting.
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I *really* want to see this mod. Harder research without the rush-vantage would be an ideal solution, IMHO. Ugh... Just what I need to start up my university studies, a modding project. Well, at least this one will be quite easy, just moving the spell researchlevels around.
Anyone intrested, keep an eye at the modding section, I'll start up a brainstorming thread within few days.
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Yeah, I much prefer high research level myself in games, but always wary of the huge bonus it gives to rush nations. Have picked up some modding skills myself (thanks to you Burns

) so was going to look into this once my current high number of games dropped a bit. But would be more than happy to see a genuine modder undertake the project though.
Not that I want you to think I'd push you into doing that it in any way Burns
[Calahan pushs Bursnaber very hard in the make "Difficult research with Anti-Rush spells tweak mod" direction]
Quote:
Originally Posted by Sombre
Quote:
Originally Posted by Calahan
Although at least for me, RAND games do result in a lot more thinking time being required, as instead of just asking your neighbour "Hey, are you going to attack me, or can we get an NAP?" you have to constantly re-assess every turn which nations may be attacking you that turn. So if thinking time is considered a part of MM, then RAND games don't always result in reduced MM.
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But that is strategy at a macro level, absolutely not micro management. Macro level strategising isn't something anyone wants to cut back on.
I prefer RAND style (or at least no diplomacy) games because they reduce the horrible 'nap with neighbours, 2 on 1 the weakest guy, repeat' thing you get with diplomacy. Just as you described. I don't think it's so much a cut back on MM, just a way to reduce slightly turtley strats which all seem to lead right to MM hell endgames.
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I don't consider additional thinking time to be a part of MM either, but I am sure there are some player who would. Which is why I gave it a mention.
Since losing the ability to seal up several borders for X turns with a simple "Do you want an NAP" message, would certainly constitute extra work to some players. With "extra work" being incorrectly translated as meaning "extra MM".
You are of course correct saying it is a macro level decision. And Dominions is probably the wrong game for people if they don't like things revolving aroung making macro decisions.
EDIT:
Quote:
Originally Posted by WraithLord
Calahan:
"2. Low gem income settings - Not so sure about this. I know I spend a lot of time fine-tuning scripts and battle positions for any large armies I have, and any lack of gems just means the armies get bigger and the scripting/positioning will take longer due to the delayed transition to Thug/SC."
I think army mgmt is much less MM than forging/rituals. You can copy scripts and give in 10 secs complicated scripts to lots of mages in army.
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ooohhh, I must be super anal on the fine tuning MM then. No wonder my turns always take me so long

I'm always tinkering with individual mage scripts, mixing up casting orders every turn in case anyone seen my fights, tweaking placements to avoid opponents settings aimed against my last know placements. If I tried I'm sure I could happily spend half an hour just arranging 3 mages and 40 troops.
Knew I was obsessive about MM, but guess I didn't realise just how high my level was
And I find forging and ritual casting to be a lot easier MM wise by keeping notes each turn, and simply ticking off things as I issue their casting or forging.
Quote:
Originally Posted by WraithLord
"Maybe some of the popular Level 3/4 anti-rush spells could be reduced to level 1/2 for games with a difficult or very difficult research setting."
That would be great!
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[Wraithlord pushes Burnsaber in the make "Difficult research with Anti-Rush spells tweak mod" direction]