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  #1  
Old January 19th, 2006, 05:48 AM
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Default Orion can\'t beat this...

Essentially, it's my black hearted Harvester of Sorrows with 25708 experience, with one assassination kill to a Seraph (he had the experience before the kill). Sadly I didn't save the turn files before I noticed it in the HoF. Weird bug? I don't think he killed that many people from disease yet, he's only been around a couple turns. Maybe there were some high-xp villagers around...

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  #2  
Old January 19th, 2006, 11:30 AM
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Default Re: Orion can\'t beat this...

yah, i believe there have been reports of buggy harvesters - somehow they get massive experience from spreading disease...
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  #3  
Old January 19th, 2006, 12:23 PM
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Default Re: Orion can\'t beat this...

Yep, its a known bug, the harvester gets expirience for the population it kills.
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Old January 19th, 2006, 12:54 PM

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Default Re: Orion can\'t beat this...

Same thing happens to any commander with a bane venom charm.
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Old January 19th, 2006, 01:09 PM

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Default Re: Orion can\'t beat this...

Must make it hard to claim "no way did I send a bane venom charm into your territory!" in MP, with your sneaky guy right at the top of the HoF.
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Old January 19th, 2006, 01:48 PM
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Default Re: Orion can\'t beat this...


This is one of the main reasons Dominions_3 needs to have a method which allows players to disable/enable spells and items. Thus if something is broken or unbalanced in the game players can remove this before they start.
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Old January 19th, 2006, 02:46 PM
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Default Re: Orion can\'t beat this...

Aren't mods enough?

House rules also work, as even the event-given items can be thrown away.
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Old January 19th, 2006, 03:10 PM
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Default Re: Orion can\'t beat this...

Quote:
Endoperez said:
Aren't mods enough?

Lots of people don't install mods for several reasons.
First they are not accepted by everyone.
Second some mods conflict with other mods.
Third lots of people will only install what they get from the developer and since they are not officially from the developer many gamers ignore released mods.
Fourth mods may give you one feature you like but add three you don't like... and not everyone is computer savy enough to make their own mods.
Fifth adding the enable/disable feature within the game will save time for modders in the long run because they won't have to spend time making adjustments for something which can be quickly done before each game.

So overall... mods are not enough.
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  #9  
Old January 19th, 2006, 04:11 PM
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Default Re: Orion can\'t beat this...

Quote:
NTJedi said:
Lots of people don't install mods for several reasons.
First they are not accepted by everyone.
Second some mods conflict with other mods.
Third lots of people will only install what they get from the developer and since they are not officially from the developer many gamers ignore released mods.

This is true. However, instead of adding a totally new system for a billion little things like this, I think it'd be better to make clients download and use the mods from the host - this would allow for many more options.
If one wants to play a game, you're practically forced to obey the rules the host sets for it. If you don't like them, you can choose not to play - but if the program downloads the mods for you, there is no reason not to!
Mods can conflict with other mods, that's true. However, that's not a problem for those who don't use mods (other than the few home rules like banning a certain item) at all...
and while mods wouldn't be straight from the developer, the mod sharing system would be, and as long as the transferred files are just txt files and tga files, it should be virus-free and safe.

If one is already using a mod, and wants to further change some part of it, wouldn't it be simpler to edit the mod? The mod system is quite simple, after all, and well documented. And if you already have an example mod, it should be even easier.
Personally, I wouldn't play a game where the host didn't bother to check if the mods work together beforehand, ask someone who might know things, or something to that effect. Help is widely available, after all.

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Fourth mods may give you one feature you like but add three you don't like... and not everyone is computer savy enough to make their own mods.

I'd say that being able to write into a text file should be required from anyone that uses a computer.

Adding a simple text file with two examples should be enough:

-- disabling magic items:
#selectitem "Bane Venom Charm"
#constlevel 12
--disabling spells:
#selectspell "Forge of the Ancients"
#school -1

Quote:

Fifth adding the enable/disable feature within the game will save time for modders in the long run because they won't have to spend time making adjustments for something which can be quickly done before each game.

So overall... mods are not enough.
I would rather have a single mod-file with the settings I usually use, and enable it once, than re-ban a dozen items and spells before every new game I start. This saves time ESPECIALLY in the long run. And in MP games, I except the host to do some work - like using 15 minutes to browsing through the mod manual, writing the mod, and possibly searching this forum if he doesn't understand something. I don't think simple things like disallowing items and spells take more time than that.

And it seems that your point is not that mods aren't enough, but that they aren't easy enough to use, make and edit. The text file syntax is as easy as it comes, so I quess what you actually want is a graphical UI for editing mods.
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  #10  
Old January 19th, 2006, 06:25 PM
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Default Re: Orion can\'t beat this...

Another reason people don't install mods: they are still exploring the vanilla game and don't yet see a need for or benefit from a mod.
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