.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #11  
Old July 11th, 2004, 09:00 PM
Stormbinder's Avatar

Stormbinder Stormbinder is offline
First Lieutenant
 
Join Date: Mar 2004
Location: CA
Posts: 744
Thanks: 0
Thanked 1 Time in 1 Post
Stormbinder is on a distinguished road
Default Re: A suggested change on fortresses and seiges

Quote:
Originally posted by Boron:
hm you all forget the fantasy part of dominions ihmo . in middle ages building forts was really taking a long time and if a fort was badly damaged i agree the rebuilding needs almost the same time as building a new one .
but that's in the middle ages .
while in dominions you have powerful mages / your pretender god . they are so powerful it should be an easy task for them to let their minions like demons .... build / repair a castle in no time . you even have some spells for this .
in almost every major rpg great wizards let devils/demons build their great wizard towers during one day
but pvk's idea is nice . but you could implement additional spells then , best one earth magic and one blood magic spell which lets you repair your fortress via ritual . so you have the choice e.g. pay half of the fort's building costs or pay e.g. 5 earthgems or 10 bloodslaves to let it be repaired .
some nations like ulm who are good castle builders should get a discount and only pay 25% .
ermor perhaps should pay nothing cause they have upkeepfree population . cause the gold you pay are mainly the wages for your workers who build the castle while you get the stones ... for free ( at least in the middle ages ) .
I like most of the ideas mentioned in this thread. It would be nice and quite realistic if the walls would stay damaged for a time, being repaired say 20% per month after the siege is broken. If so, it would indeed make sense to add a spell or two that could fasten up the repair, as Boron suggested. Although there are already many spells that affect walls/castles. (Three red second, wizard tower, living castle, arcane masonry, iron walls, shatter(?), etc.). But few extra spells, dealing specifically with catle reapir, would not hurt. Allthout I would make one of them to be highlevel but not gem-expensive astral spell - something like "summon jinny". Jinnies were famous for building palaces overnight after all.
Reply With Quote
  #12  
Old July 11th, 2004, 09:50 PM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: A suggested change on fortresses and seiges

Quote:
Originally posted by Stormbinder:
Allthout I would make one of them to be highlevel but not gem-expensive astral spell - something like "summon jinny". Jinnies were famous for building palaces overnight after all.
not as famous as demons
just 2 examples : gothic 1/2 , DSA
in dsa the arch demons are very stylish ihmo
nothing beats Dar’Klajid or Thargunitoth
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:12 AM.


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