October 15th, 2003, 08:34 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Dom I Strategies which WON\'T work in Dom II
Quote:
Originally posted by Saber Cherry:
Well... I hope the mod tools are powerful enough to change this. But I'd prefer if it was changed in the vanilla game. Especially 8 and 9... making the effect proportional to dominion strength might be useful... so that you could still target any province, but you couldn't annihilate the enemy's capitol easily and cheaply. Something like... +10 your dominion gives a full-strength spell, +10 enemy dominion gives a zero-strength spell, and anywhere in between gives a linearly interpolated strength.
-Cherry
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Not a bad idea, but full strength only in +10 for you is insane... They aren't THAT powerful! But, if it only gave full damage in your own dominion, atleast two or three candles, that would be better...
But this does not work with the population destructives. You could only kill people who believe in you. THAT would be mad!
Oh, and did you notice that Crusher-thingie? It seems constructs must be healed in labs now... Can Ulmish smiths heal them too?
Dammit, and I might not be getting the game before christmas. This is not fair...
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