Re: Poison weapons
But the description of poison bows and KOs reaction to this thread suggest they aren't working the way they're supposed to.
As I've said numerous times - you can explain away just about anything. If your explanation was at least reasonable I might say 'yeah ok fair point'. But it isn't. It's silly. There's a clear difference in dom3 between stuff like poison spit or ctisian poison slings which produce aoe poison gas,.. and arrows/blowpipes with poisoned tips. For one thing, if an arrow or dart works the way you describe, why don't poison melee weapons? They can be parried by shields just fine without poisoning anyone.
And what's common in the real world? Feeling bad from fumes or these gas producing poison smearing arrows you refer to? Because I've never heard of anything like that being used in warfare. The only poison arrows I've heard of would require at the very /least/ contact with the skin. Additionally if you actually check the kind of damage done by 'weak poison' you'll see it's considerably worse than 'feeling bad'. That's the reason sauromatian archers can tear apart heavy infantry.
Ultimately this discussion is pretty pointless because, again, you can explain away just about anything. The key points here are that poison arrows don't work the way they are apparently intended to, don't work in an intuitive way, don't work like their real world historical counterparts and are limiting modding to an extent because we haven't figured out how to make 'if hurt then apply poison secondary' missile weapons.
I'm sure you disagree on all these points and that's fine. You can't make a thread about a change to dom3 without someone arguing the other side because they like things the way they are :]
If I can figure out a mod to 'fix' poison missile weapons then I will. Changing them in basegame is up to KO and seems unlikely to happen.
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