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June 9th, 2004, 01:34 AM
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Corporal
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Join Date: Mar 2004
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Re: New patch available (2.12)
Incidentally, the patch fails in the following instance: I had a .txt file command_line_switches.txt in a dominions2/doc folder (can't remember if that folder came with the install or if I added it to hold things like item and spell pdfs and other usermade documentation); when running the patcher it gave error:
This program cannot update the installed Version of Dominions II because of the follwing reason:
C:\Program Files\dominions2\doc\command_line_switches.txt: unknown Version.
I don't know if it's just this filename it didn't like or if any .txt files in the doc folder mess it up; it didn't have any problem with the .html or .pdf files I had in there. Anyway, I just copied the .txt out to desktop, deleted it from doc, patched fine, moved it back in, not a big deal.
However, I can't think of any reason why a usermade text document that isn't even going to be overwritten should cause any problems to a patch install program, just thought I should mention it.
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June 9th, 2004, 01:52 AM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: New patch available (2.12)
For me, the real highlight of this patch is Desert Tombs. While I didn't have much of a problem with them before, what I like so much about them now is the tight thematic focus given to them. As I've stated elsewhere, the whole Banefire idea really works well with them. The Shaman replacement is good, and the Tomb Guard seems almost wholly unnecessary, but a welcome addition.
I haven't looked at Pangaea much, as I have a hard time 'getting into them', but I might try New Era again, if Dryad Hoplites are a feasible strategy now.
Thanks for a great patch.
Scott
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Scott Hebert
Gaming Aficionado
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June 9th, 2004, 07:15 AM
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Sergeant
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Join Date: Apr 2004
Posts: 229
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Re: New patch available (2.12)
I guess the VQ has gone from the top spot to the middle of the pack after this patch. She's still better than all the humanoids, most of the titans and just about every immobile though. Nice touch taking her away from Ermor as well... since I'm sure most Ermor min/max players really don't care about the level 2 fire or whatever they would have to lose to get the same effect. I'm really not too worried about seeing any uber Ermor Ghost Kings any time soon. Not being immortal changes things a lot.
It's too bad neither of my pet wishes were adressed... those beng Golden Era Arcoscophile needing changes and overall avatar balancing. but it's a nice patch nontheless, and adressed the most important Mp balancing issues.
The new Desert Tombs looks nice, although I have one question. Is the shaman replacement supposed ot be feature or a drawback? I'd much rather have my shaman with his nature/astral powers than this guy. I guess he's a cheaper site searcher and decent researcher... but not an improvement. Just a nitpick, nice patch guys.
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June 9th, 2004, 07:51 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Copenhagen, Denmark
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Re: New patch available (2.12)
Quote:
Originally posted by Blitz:
It's too bad neither of my pet wishes were adressed... those beng Golden Era Arcoscophile needing changes and overall avatar balancing. but it's a nice patch nontheless, and adressed the most important Mp balancing issues.
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Why don't you create a mod that accomplishes this? That would make it possible to test the proposed changes before making it the default. And if Illwinter makes it possible to enable mods on the command line, you could even create a game on my server with your mod :-D
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"It makes you wonder if there is anything to astrology after all. "Oh, there is," said Susan, "Delusion, wishful thinking and gullibility." (T. Pratchett)
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June 9th, 2004, 10:47 AM
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Sergeant
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Join Date: Apr 2004
Posts: 229
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Re: New patch available (2.12)
Quote:
quote:
--------------------------------------------------------------------------------
Originally posted by Blitz:
It's too bad neither of my pet wishes were adressed... those beng Golden Era Arcoscophile needing changes and overall avatar balancing. but it's a nice patch nontheless, and adressed the most important Mp balancing issues.
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Why don't you create a mod that accomplishes this? That would make it possible to test the proposed changes before making it the default. And if Illwinter makes it possible to enable mods on the command line, you could even create a game on my server with your mod :-D
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I've considered it, believe me. The problem is that it's quite a bit of work and I'm not really sure people would use the mod. For example, someone with a particular liking for the Ghost King might install the mod and note that I had changed GK paths to a more-reasonable 30. That person is unlikely to use the mod, as his favorite avatar had been nerfed. Others would obviously disagree with certian balancing decisions I had made and reject it for those reasons.
Clearly, if a balance mod of this magnitude were to be done properly, it would have to be the work of more than one person. If several veteran players got together and discussed the various issues, and collectively created a new price/path costing table, it would be far more likely to gain some kind of acceptance. The dominions community is quite small, compared to other games. This is a good thing if you hope to see your ideas used in an upcoming patch. If such an undertaking were to be started, I would be more than happy to participate.
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June 9th, 2004, 12:11 PM
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Captain
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Join Date: Mar 2004
Location: Italy
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Re: New patch available (2.12)
I'd even raise his new path to 40, and to 50 or 60 the new path cost of the Allfather.
Those chassis seems a little more costy, but if you think on that a Virtue, or a Moloch, with a new path of 70 or 80 points, to get another path the go in pair with the base cost of an Allfather or Gk ... while these ones can take a lot of magic for buffing spells, that usually requires only 1 or 2 level in magc path.
[ June 09, 2004, 11:14: Message edited by: Cohen ]
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- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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June 9th, 2004, 02:34 PM
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Re: New patch available (2.12)
Cohen has officially lost it.
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June 9th, 2004, 05:16 PM
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Corporal
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Join Date: Jan 2004
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Re: New patch available (2.12)
Revelers rock now.
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June 10th, 2004, 01:25 AM
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Lieutenant Colonel
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Join Date: Jan 2004
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Re: New patch available (2.12)
I'd also like to say thanks for the patch, which had a lot of really nice content too. Pangaia is looking really nice now (although I wish the NE Pan had received 2N 2E 1?, since now they are without randoms, but who cares, it's a minor point)! I bet that took forever to do and balance and test and stuff....
I would be thrilled even if the next patch would have ZERO additional content or balance changes, but would just stick to bugfixing -- personal peeves are "Goto Commander / Province" not working when stealthy battles took place, Merc re-bidding default is doubled, CotW still works in all provs.
It seems to me that a huge portion of the work you guys do on these patches is highly supererogatory (which of course merits great thanks!).
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June 10th, 2004, 03:47 PM
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Private
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Join Date: Jun 2004
Location: Houston, Texas
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Re: New patch available (2.12)
Not that this is a big issue for those with the full Version of the game, but the patch (without a corresponding patch to the demo) means that it's difficult to test the multiplayer aspect of Dominions II, which is really the only interesting part to me. I played Dominions I and was hoping I could get involved in a game (where my nation would be restricted, a la with Dom I) so I could see whether addiction was forthcoming again.
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