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Old March 8th, 2004, 08:15 PM

Sand Sand is offline
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Default Re: Why do my commanders keep dying of disease?

Seems to me it's more a terminology issue than anything else. The common definition of "disease" is not "sickness with 100% mortality rate", so when everyone who gets a disease dies, the player is rightfully confused (and possibly irritated).

If the Messages said "so and so has contracted the Dark Black Uber-Disease of Certain and Painful Death", then the player would be more clear on the eventual consequences.

[ March 08, 2004, 18:15: Message edited by: Sand ]
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Old March 8th, 2004, 08:21 PM

Norfleet Norfleet is offline
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Default Re: Why do my commanders keep dying of disease?

Quote:
Originally posted by Sand:
Seems to me it's more a terminology issue than anything else. The common definition of "disease" is not "sickness with 100% mortality rate", so when everyone who gets a disease dies, the player is rightfully confused (and possibly irritated).
Me, I see the disease issue as roughly par for the course, in a fantasy game, especially given how a disease is commonly acquired: Some sort of horrible spell or magic site. The starvation thing may be a little extreme, though. I've never seen anyone starve until their arm falls off, but hey. Maybe starvation should just prevent healing, reduce strength, and reduce unit HPs without causing permanent afflictions. But that's probably more than the developers care to change at this point in time.
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Old March 8th, 2004, 08:22 PM
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Default Re: Why do my commanders keep dying of disease?

Leper Fens is hidden, gives no warning message (at least if hidden), and spreads deadly diseases too. Fun when it's in the first province you conquer...
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Old March 8th, 2004, 09:06 PM
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Default Re: Why do my commanders keep dying of disease?

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Originally posted by Taqwus:
Leper Fens is hidden, gives no warning message (at least if hidden), and spreads deadly diseases too. Fun when it's in the first province you conquer...
Naa, it's more fun when you build a castle over it not knowing what is in store.

One time I built a castle on a high-resource province but it had a magic site to cause unrest. Since I really needed that province's resources, I set the tax to 0. For some reason, 5 unrest remains there forever. I even patrolled it with 60 units, that 5 unrest will never go away. Oh well, probably because it was a magic site that caused 5 unrest a turn.
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Old March 9th, 2004, 01:47 AM
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Default Re: Why do my commanders keep dying of disease?

I think a few positive-effect magic sites would make everyone happy. Make them even rarer than the death/disease sites. Maybe only one of each in any one game.

Great Life Garden: Nature gems, cures diseases.
Sparkling Spring: Nature gems, heals afflictions.
Soaring Falls Shrine: Nature/Air gems, increases population rate.
Ancient Earth Temple: earth gems, removes curses.

People would have to go on quests to get cured. The diseases, curses, afflictions would all still have a large effect on the game--units would be taken out of play for a time. Probably only heores, commanders, and pretenders would make the pilgrimage--and while they were journeying they would not be fighting, spelling, or otherwise having an effect on the game.

Those provinces with these sites would be some of the most valuable in the game. Fiercely contested over, just like fortresses.
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Old March 9th, 2004, 02:26 AM
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Default Re: Why do my commanders keep dying of disease?

Sites to do those things sound good to me. I wouldn't give them gems as well as their special ability though - there are plenty of sites that give gems.

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Old March 9th, 2004, 04:21 AM

Sindai Sindai is offline
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Default Re: Why do my commanders keep dying of disease?

Quote:
Originally posted by Sand:
Seems to me it's more a terminology issue than anything else. The common definition of "disease" is not "sickness with 100% mortality rate", so when everyone who gets a disease dies, the player is rightfully confused (and possibly irritated).

If the Messages said "so and so has contracted the Dark Black Uber-Disease of Certain and Painful Death", then the player would be more clear on the eventual consequences.
Considering that it describes the exact effects of the affliction right next to the word "Disease", I don't see what anyone has to complain about. Sure, you won't know about it until you see it the first time, but considering how common diseases are, that'll be...your first game? Second? I knew about it by my second game.

I think disease is fine. It puts some real teeth into starvation and disease-causing units in general.

I also think that adding disease-curing special sites is a great idea, though. In fact, more unique special sites (beyond just +X gems/turn) is a great idea in general.

[ March 09, 2004, 02:21: Message edited by: Sindai ]
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