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May 1st, 2007, 04:40 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
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Thanked 30 Times in 11 Posts
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Re: game option/old age
I like the old age mechanics, but I think that it needs to be balanced cost wise.
Humans have poor stats, and age quickly. Ok, fine, but that's offset by their
quick reproduction, thus human mages should be at least a bit cheaper than similar
Vanir / Abysians / Nagas.
Furthermore, I think that just as some mages are recruited a bit older than most,
some mages should be recruited a bit healthier than most, and have their old age
trigger point delayed.
And finally, I would love to see an item that _reverses_ the aging process. I.e.
each year will make the mage one year younger.
I am talking about balance, because Pythium, which was my stronger nation in
Dominions II seems to have fallen down quite a few rings down the ladder due
to old age. There are plenty of other good nations, and I just realized that
all of my favorite nations (EA Arco, LA Man and C'tis) are old age nations.
So old age can't be that much of a game breaker, can it?
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May 1st, 2007, 05:58 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: game option/old age
Okay, thanks to Edi's pointing out the aging mechanics, and a bit more thought on my part, we now have a new, tweaked "Reduced old age" mod.
The changes are:
- Before I misunderstood how fire magic affected old age, resulting in, e.g. funny ages for the Abysians
- All previously old units are now roughly 8% below their maxage on average. I've found this gives a moderate rate of old age randomly occurring - so like Xietor says, there will occasionally be an old unit, but they won't all be old. Previously all units were just 4-5 years below their maxages, which... well, it's not very interesting, but lets just say it was a bit wrong.
So basically it's just a bit more consistent.
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May 1st, 2007, 06:00 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: game option/old age
And here, for the real hardcore old-age haters, is a "no old age" mod, where all units are at least 25% below their maxage. You should never see old age any more with this mod, I think (magic aside).
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May 1st, 2007, 08:42 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: game option/old age
The adventures of Egalitus, the Arch Theurg
Egalitus the old and dying Arch Theug was nearing the end of his existence in this realm, with only about one month expected to live. He was therefore placed in the front of the battle, being prepared to go down in a blaze of glory. The battle was going well with Egalitus himself taking down many enemies, and in the middle of it something estonishing happened. Some mage cast astral healing, and miraculously Egalitus was restored to full health. He is still diseased which has taken his right eye, and he is severely weakened. But he seems to have seven more months to live, and he intends to make the most of it. He intends to bring down as many enemies as possible.
The adventures of Egalitus the diseased, weakened, nearly blind Arch Theurg shall continue.
Lets make a wager on how many afflictions Egalitus will get before he finally kicks the bucket. See, how can anyone find old age not fun.
(And being able to heal a diseased unit to full health sounds like a bug to me, but it is a fun bug.)
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May 1st, 2007, 08:46 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Re: game option/old age
I bet 6 afflictions counting the disease!
BTW, great story 
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May 1st, 2007, 11:48 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
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Re: game option/old age
Yeah, the other thing about old age is that for mages, pretty much all stats except Precision are irrelevant. Unless he loses an eye or goes blind, Old Age is almost irrelevant to a battlemage. As Egalitus ably demonstrates.
(ISTR that if you give a mage with disease from old age a ring of regeneration, he won't die as long as you keep sending him into battle.)
-Max
P.S. Aha! I always thought "lost an eye" referred to the eyeball actually falling out, but I bet in the case of old age it actually refers to cataracts.
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 2nd, 2007, 01:53 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: game option/old age
Feeblemind does tend to put a damper on mages just a bit. I had a druid get hit in the head with a falling toad, and for some reason he didn't get diseased, just feebleminded.
It took him more than six months to casually stroll through the forests from my capital to the front lines, meanwhile he was eating up 13 gold every turn with his evil pension plan.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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May 3rd, 2007, 01:45 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: game option/old age
As long as Egalitus doesn't get feeblemind, or go mute he should be alright. Even if he goes blind he will be usefull in combat. The main spell I want him to cast 'astral fires' is a 100 precision one.
Quite a few suprises happened in that battle. I was fully expecting to get the message that he died of a disease. But since I was storming a castle that round, and i wasn't sure if I would need to fight more then one battle, I had given my mages a few extra gems. And the one mage used it to cast astra healing. It was a good spell to cast since the enemy was also casting posion spells on my army.
Occasionlly the AI does pick a good spell to use. (shock)
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