.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
  #41  
Old May 27th, 2004, 02:02 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: How to solve castling effect?

Back to the original topic.

Personally I like a lot the suggestion about commanders having to manually destroy enemy temples next turn after they conquered province with temple.


That would go a very long way toward making mad castling less attractive, since the main point of mad castling is to protect temples against sudden raids. It should also be relatively easy to implement I think. And it feels better in general than some artificial limitations on the total number of castles.

[ May 27, 2004, 13:04: Message edited by: Stormbinder ]
Reply With Quote
  #42  
Old May 27th, 2004, 05:02 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: How to solve castling effect?

Feh. Building lots of castles is rather expensive in gold, gems or blood slaves depending on how you do it -- unless you're astoundingly lucky with fortress sites and fortress events. If somebody's building castles everywhere, that's a lot of gold expended plus time consumed with commander-turns. Then garrisoning all those bloody castles is expensive unless they're undead, most of which defend the gates rather poorly.
You might as well argue that the game encourages having decent armies backed by mages.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #43  
Old May 27th, 2004, 05:44 PM

Norfleet Norfleet is offline
Major General
 
Join Date: Jan 2004
Posts: 2,425
Thanks: 0
Thanked 0 Times in 0 Posts
Norfleet is an unknown quantity at this point
Default Re: How to solve castling effect?

Quote:
Originally posted by Taqwus:
Then garrisoning all those bloody castles is expensive unless they're undead, most of which defend the gates rather poorly.
The castles AREN'T garrisoned: Usually, they're instead defended by mobile forces that teleport, gateway, or fly between the threatened castles. The drawback is that in order to make this in any way affordable, the castles tend to be constructed of paper and breach quickly, necessitating a rapid response: Attacking more castles than your opponent can respond to at once will pose major problems for him.
Reply With Quote
  #44  
Old May 27th, 2004, 05:48 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: How to solve castling effect?

There should be some territories which prevents castles from being built. A territory with lots of rivers and sand for example.
__________________
There can be only one.
Reply With Quote
  #45  
Old May 27th, 2004, 05:51 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: How to solve castling effect?

Quote:
Originally posted by Norfleet:
Attacking more castles than your opponent can respond to at once will pose major problems for him.
Very true... that's where diplomacy takes a big part. Hopefully a gamer has been trading/communicating with at least one other player where a plan can be arranged to attack the greatest threat... effectively altering the outcome of the game.
__________________
There can be only one.
Reply With Quote
Reply

Bookmarks


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 09:06 PM.


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