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				January 22nd, 2005, 01:47 PM
			
			
			
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 Lieutenant General |  | 
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				 Different Weapondamages in dom 3 ? 
 I just started my mod and now i have an imo excellent idea :
 I wanted to make my Spear infantry good vs. Cavalry but nothing else . This is not really possible in dom 2 .
 
 But in Dom 3 there could be included a few different classes of units , 1 class would be cavalry .
 Then in dom 3 a Pikeneer could do e.g. 8 an damage against Cavalry , but #nostr attribute , while doing the standard 2-3 damage against all other unit classes .
 
 Especially cavalry vs. infantry battles would then be more realistic .
 
 Another "improvement" could be for really etheral units like ghosts . Those corpseless creatures simply don't take damage from arrows anymore in dom 3 .
 
 This concept is already present with e.g. weapons vs. undead . Expanding it to cavalry vs. pikemen etc. would be great for dom 3 imo .
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				January 22nd, 2005, 02:42 PM
			
			
			
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				 Re: Different Weapondamages in dom 3 ? 
 It might be messy and inelegant, but if it could be done well I dig this idea. |  
	
		
	
	
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				January 22nd, 2005, 02:59 PM
			
			
			
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				 Re: Different Weapondamages in dom 3 ? 
 
	Quote: 
	
		| Ygorl said: It might be messy and inelegant, but if it could be done well I dig this idea.
 
 |  It is done in many games already like Battle for Middleearth , RTW etc.    .
 
I have now another new idea :
 
Make some commanders only recruitable a certain number of times like 1-10 times .
 
This way i could do some really strong creatures / commanders like Nazghuls for my Mordor Mod but limit them to 8 . Then no more then 8 can be recruited at once .
 
This would be better then making them heros imo . |  
	
		
	
	
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				January 22nd, 2005, 03:12 PM
			
			
			
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 Major General |  | 
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				 Re: Different Weapondamages in dom 3 ? 
 1) Nazgul are 'heros', not commanders. They where kings once ..edit: And there weren't never more or less than eight. So if one of them really gets destroyed, he's gone forever. Or at least for that age, maybe.
 
 2) Weapons do not do different damage against different troops types. They do different damage against different armors.
 
 They hit differently against different troops.
 
				__________________As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
 ... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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				January 22nd, 2005, 03:27 PM
			
			
			
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				 Re: Different Weapondamages in dom 3 ? 
 If a knight using his Lance gets his attack repelled, that should do more damage. And that's what happened in the real world.
 And in fact I agree with Boron on the "limited commanders" idea. I have some problems imagining a Lizard King in the lead of every biggish army, or dozens of Vanadrotts taking part in one battle. Having a spell that conjures one of the nation's heroes would be good, too. And some ancient heroes (think of King Arthur, Väinämöinen, Merlin etc. who promised to be back one day) that only that ritual could reawaken.
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				January 22nd, 2005, 04:22 PM
			
			
			
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				 Re: Different Weapondamages in dom 3 ? 
 
	Quote: 
	
		| Endoperez said: Having a spell that conjures one of the nation's heroes would be good, too. And some ancient heroes (think of King Arthur, Väinämöinen, Merlin etc. who promised to be back one day) that only that ritual could reawaken.
 
 |  A LOT like master of magic. But hey, everone loves mom. 
So it's a great idea.    |  
	
		
	
	
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				January 22nd, 2005, 05:08 PM
			
			
			
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				 Re: Different Weapondamages in dom 3 ? 
 
	Quote: 
	
		| Arralen said: 1) Nazgul are 'heros', not commanders. They where kings once ..
 edit: And there weren't never more or less than eight. So if one of them really gets destroyed, he's gone forever. Or at least for that age, maybe.
 
 2) Weapons do not do different damage against different troops types. They do different damage against different armors.
 
 They hit differently against different troops.
 
 |  1) Sure . But if i use them as heros if i chose misfortune 2 e.g. i have to wait for ages until i get all 9 Mordor Heros , the 8 Nazghuls + the Witch King .
 
There could even be included a new trigger which allows building certain units only after a certain turn , this way Mordor could e.g. "build" Sauron once after turn 50 .
 
2) This is basically true of course but not in the special case of long weapons vs. mounted targets .
 
Here the damage is more severe , because the horse runs with much higher speed into the line of spears/pikes whatever than a foot soldier . 
Vs. cavalry a pikeneer simply puts one end of the pike on the ground , maybe supports it with his feet , and the other end is hold in an ancle . In this end then the horse runs and dies .
 
Vs. infantry this wouldn't work so here the spear/pike is hold with 1 or 2 hands and used normally rather level .
			
			
			
			
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				January 22nd, 2005, 06:15 PM
			
			
			
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				 Re: Different Weapondamages in dom 3 ? 
 
	Quote: 
	
		| Boron said: 1) Sure . But if i use them as heros if i chose misfortune 2 e.g. i have to wait for ages until i get all 9 Mordor Heros , the 8 Nazghuls + the Witch King .
 
 
 |  Angmar is  one of the Nazgul, Boron...
				__________________Every time you download music, God kills a kitten.
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				January 22nd, 2005, 08:43 PM
			
			
			
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				 Re: Different Weapondamages in dom 3 ? 
 
	Quote: 
	
		| Boron said: 2) This is basically true of course but not in the special case of long weapons vs. mounted targets .
 Here the damage is more severe , because the horse runs with much higher speed into the line of spears/pikes whatever than a foot soldier .
 Vs. cavalry a pikeneer simply puts one end of the pike on the ground , maybe supports it with his feet , and the other end is hold in an ancle . In this end then the horse runs and dies .
 
 |  Doesn't work normally. Horses don't do that. And Riders won't try at all. 
Only exception: by accident. But this would be a single occurance, which is covered by a triple-6 roll on the open ended roll...
 
The whole point of pikes etc. is to break up the carge of the mounted troops, and than either A) counter-charge the disorganized riders from the side or B) have other troops attack them while they try to draw away. or c) have bowmen decimate them.
So, basically, any very long weapon should give a big bonus to defense against riders, not to damage. 
But if we look at very large  monsters, things are quite different. Those could very well try to crash to the wall of spear points - but they should have adequate natural protection. 
Berserked or mindless work as well, but they wouldn't get additional damage - the foot soldier simply wouldn't be able to keep the pike/spear etc straight. 1 point repell damage is to few, though.
				__________________As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
 ... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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				January 28th, 2005, 08:16 AM
			
			
			
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				 Re: Different Weapondamages in dom 3 ? 
 
	Good! The luck scale needed improvement anywayQuote: 
	
		| Boron said: 
	1) Sure . But if i use them as heros if i chose misfortune 2 e.g. i have to wait for ages until i get all 9 Mordor HerosQuote: 
	
		| Arralen said:1) Nazgul are 'heros', not commanders. 
 
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 |   and a higher number of available heroes could do the job, even if not all were super-duper! I'd say there should be at least 10 available at the current chance. Maybe there should be templates for generating endlessly many pseudo-unique weak heros to intersperse the truly unique and formidable ones. I mean, everybody can declare himself to be a hero, at least until the next battle to prove... |  
	
		
	
	
	
	
	
	
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