.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $7.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old July 29th, 2004, 12:01 PM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
Default Speeding Up Tien Chi Spring and Autumn ?!

I'm looking into possibilities to strenghten S&A and make it a tad faster to start, and maybe reduce the MM a bit

So far, I have identified the following problems:

1) you start with Turmoil-1, but your better mages are rather expensive

2) your only standard commander is a chariot, leader/gold ratio is even worse, and they tend to get swarmed as soon as they start to trample the enemy. Even worse, one of T'Cs strength are archers and Fire Demons: Hits on any chariot moving through enemies ranks 100% guaranteed.

3) Heavenly Demons are a great asset, but cost too much mage-time, especially the Fire Demons which need either a Celestial Master or a very lucky Master Of The Way with fire-1 from random ..

4) Low-Level Astral Skills makes your mages Duel-fodder. Again you have to hope for a lucky draw on a Master Of Five Elements to get somewhat decent battle magic.

5) .. all those "lucky draws" mean you are spending time/turns and gold on buying mages, of which only 1/5 or so are really usable. And those are always the Last to show up.

6) While the starting gem income from the Sping and Autumn Gate is quite nice (1 fire, 2 water, 1 astral, 1 death), it's barely enough to let you summon 1 Demon/turn, and 15 spirits/4 turns (which need exactly 1 fight to get whacked). Thus you'll start conquering the world at turn 4 with 15 spirits and 2 river/fire demons each .. even when boosted with all the archers and medium inf you can afford it's just enough against Lvl-7 indies.


And there isn't much one can do about it:
  • Turmoil-1 and Magic-1 is thematic in a very literal sense.
  • Spell modding isn't there, so it's impossible to change the spells to summon 2 or more demons. No possible MM reduction and making them cheaper mage-time-wise.
  • Gold needs boost income, but is very much fixed due to turmoil.


Only after some time it dawned to me, that simplest solution would be to add a site to the T'C starting prov which gives additional fire gems, which could either be used for a)speeding up the summoning, b) forging some items or c) conVersion to gold.

Looking through the list I found the Alchemists Guild, which seems to fit quite nice (1 earth, 1 fire). Even the alchemists IMHO is "in theme" for the feudal S&A, with magic, superstition and turmoil all across the land.

What do you think - would S&A be over-powered this way ?
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
Reply With Quote
 

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 04:46 AM.


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