| 
 | 
     
    
    
    
     
    
    
    
 
    
    
 
    
     
    
    
    
     
    
    
    
     
    
    
    
 
    
    
 
    
    
 | 
       | 
      
 
 
	
		  | 
	
	 | 
 
 
		
	
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 01:50 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Second Lieutenant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Aug 2004 
					Location: Argentina 
					
					
						Posts: 478
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		didnīt know of the downgrade done so far. I was talking about the spell. even then the bonuses are an unneeded plus. 
		
	
		
		
		
		
		
		
			
				__________________ 
				" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro " 
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 01:50 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Lieutenant General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Mar 2004 
					Location: Albuquerque New Mexico 
					
					
						Posts: 2,997
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		One improvement that would really be nice : An option to _not_ have any mercenaries show up for the first 10 (or X) turns.  An awful lot of Dom2 games had to use "no hiring mercenaries the first 10 turns" as a house rule, just because early game mercs could be so imbalancing. 
 
And it's looking just the same with Dom3 : the nation that gets the first mercenaries is often getting the first three or four mercs, because of the leg up on expansion & thus gold income it gives. 
 
And it should be trivial to implement, along the lines of : 
 
IF NoEarlyMercs AND TurnNumber LESSTHAN 10 
...SkipMercenaryCheck 
ELSE 
...CheckForMercenaries 
 
The mercs are wonderful for SP games, but can add too much of a luck factor to MP : getting a full 20-60 temporary troops in place of 3-10 regular troops is a huge boost. 
		
	
		
		
		
		
		
		
			
				__________________ 
				Wormwood and wine, and the bitter taste of ashes.
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 01:54 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2000 
					
					
					
						Posts: 3,013
					 
					 
	Thanks: 17 
	
		
			
				Thanked 25 Times in 22 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Manuk said: 
I think that the +3 attack +3 defense bonus of quickness is too much, should be removed. Acting 2 times the same turn is enough bonus. Right now itīs the same as dom2. no-brainer.  
			
		 | 
	 
	 
 Why shouldn't it be a "no-brainer"?  It's a low level buff spell, one of the only ones for water magic, and a 3 defense boost is eaten up by the now increased defense penalty of 2 for every consecutive attack against a single target in a turn.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 02:04 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Second Lieutenant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Aug 2004 
					Location: Argentina 
					
					
						Posts: 478
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		well, if you have unit with 2 or more attacks they get multiplied by 2 and each attack gets you a +3 attack. and more defense (+3) thereīs no reason not to cast it in a SC or thug, better if itīs the mass quickness (quickening?) in a group of units with multiple attacks. 
		
	
		
		
		
		
		
		
			
				__________________ 
				" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro " 
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 02:28 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				National Security Advisor 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2003 
					Location: Eastern Finland 
					
					
						Posts: 7,110
					 
					 
	Thanks: 145 
	
		
			
				Thanked 153 Times in 101 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Manuk said: 
well, if you have unit with 2 or more attacks they get multiplied by 2 and each attack gets you a +3 attack. and more defense (+3) thereīs no reason not to cast it in a SC or thug, better if itīs the mass quickness (quickening?) in a group of units with multiple attacks.  
			
		 | 
	 
	 
 This is true. However, a SC or thug either has to have Water, which isn't too common on the suitable chassises, or makes you choose water intead of something else like Fire or Earth or Nature for Fire Shield or protection spells/Earth Power or Personal Regeneration; or the SC or thug has to wear Boots of Quickness/Jade Armor, which need Water magic; or the SC or thug needs a friendly mage to cast Quickness (Quicken Self is where Quickness used to be, Quickness is AoE 1 version of it), in which case you might want to add other SC/thug or some bodyguards to keep the mage alive. 
 
This is Water version of Luck. Not Body Ethereal, but Luck. A considerable bonus good against almost everything but, on its own, not enough against powerful opposition.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 02:30 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Second Lieutenant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Mar 2004 
					Location: Atlanta, GA 
					
					
						Posts: 488
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Olive said: 
Here's a suggestion that should be easy to implement. Since you can have lot of micro management to put the gems in the lab when you have units dedicated to gem/slaves production (that should drop their gems in the lab) and units that need to keep their gems on for combat purposes, I think those 4 buttons should be added in the global screen where you manage your gems : 
 
- Pool bloodhunter's slaves : pool the slaves of all commanders actually bloodhunting. 
- Pool clam's pearls : pool the pearls carried by commanders equipped with a clam. 
- Pool fetish's gems : pool the fire gems carried by commanders equipped with a fever fetish. 
- Pool stone's gems : pool the earth gems carried by commanders equipped with a bloodstone. 
 
I think that's all the ways commanders can produce gems/slaves. It should remove a lot of micro management imho. I'm waiting for this feature since I've discovered dom 2. Pleaaaasssse.       
			
		 | 
	 
	 
 Are the various gem-producing items even still in the game?  I don't recall seeing them...
 
That said, I've already loudly noted my wish for the blood-slave pooling command.  How easy it'd be to implement, however, I can't say.  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 02:30 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Lieutenant General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Dec 2000 
					
					
					
						Posts: 2,555
					 
					 
	Thanks: 5 
	
		
			
				Thanked 3 Times in 3 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		Is having a reason to cast a spell a bad thing? 
 
Quickness is already nerfed by no longer allowing 2 spell castings on the same turn. It most certanly doesn't need another nerf. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 02:34 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Second Lieutenant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Mar 2004 
					Location: Atlanta, GA 
					
					
						Posts: 488
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Cainehill said: 
One improvement that would really be nice : An option to _not_ have any mercenaries show up for the first 10 (or X) turns.  An awful lot of Dom2 games had to use "no hiring mercenaries the first 10 turns" as a house rule, just because early game mercs could be so imbalancing. 
 
And it's looking just the same with Dom3 : the nation that gets the first mercenaries is often getting the first three or four mercs, because of the leg up on expansion & thus gold income it gives. 
 
The mercs are wonderful for SP games, but can add too much of a luck factor to MP : getting a full 20-60 temporary troops in place of 3-10 regular troops is a huge boost.  
			
		 | 
	 
	 
 I can readily understand your point and might even agree.  I do tend to find that the mercs really -do- make a huge difference in early expansion.  That said, one balancing factor might be that the bidding system helps check this somewhat.  If I put half of my starting gold towards a mercenary, I'm necessarily also gutting my magic research or my early expansion if I -don't- win the bid.  Even though I get the money back, that's a turn of research I've lost or, worse, I have the cash to buy soldiers but not the resources.  So that makes it less of a no-brainer to buy mercs as you may have to overpay just to be sure you don't get the shaft of not only not getting the mercs, but slowing down your growth even further by not winning.
 
I'm not convinced that this is -enough- balance, mind you.  But it's a thought.  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 02:51 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2000 
					
					
					
						Posts: 3,013
					 
					 
	Thanks: 17 
	
		
			
				Thanked 25 Times in 22 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Manuk said: 
well, if you have unit with 2 or more attacks they get multiplied by 2 and each attack gets you a +3 attack. and more defense (+3) thereīs no reason not to cast it in a SC or thug, better if itīs the mass quickness (quickening?) in a group of units with multiple attacks.  
			
		 | 
	 
	 
 No, there's no reason not to cast it, just as there's no reason not to cast mirror image, mistform, body ethereal, personal luck, astral shield, personal regeneration, fire shield etc.
 
It's a powerful spell for water magic that generally lacks powerful spells.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				October 18th, 2006, 02:52 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2000 
					
					
					
						Posts: 3,013
					 
					 
	Thanks: 17 
	
		
			
				Thanked 25 Times in 22 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Patch Improvements
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				JaydedOne said: 
Are the various gem-producing items even still in the game?  I don't recall seeing them... 
			
		 | 
	 
	 
 They are.  Clams now require W3N1, while I haven't yet looked at the stats for the Earth Blood Stone or the fever fetish.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
 
	
		
	
	
	
	
	
	
	| Thread Tools | 
	
 
	| 
	
	
	
	 | 
	
 
	| Display Modes | 
	
 
	
	
	
	
		  Linear Mode 
		
		
	 
	
	 | 
	
	
 
 
	
		
	
		 
		Posting Rules
	 | 
 
	
		
		You may not post new threads 
		You may not post replies 
		You may not post attachments 
		You may not edit your posts 
		 
		
		
		
		
		HTML code is On 
		 
		
	  | 
 
 
	 | 
	
		
	 | 
 
 
     |  
 |