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February 12th, 2004, 08:05 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Battle Afflictions: Gimp Gods
Seems to me like a case of getting one's just deserts for gambling on a supercombattant pretender. Battle afflictions in this game are a very well done feature, I think.
PvK
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February 12th, 2004, 08:31 AM
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Corporal
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Re: Battle Afflictions: Gimp Gods
Pick an immortal pretender. Voila! problem solved.
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February 12th, 2004, 09:33 AM
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Major General
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Re: Battle Afflictions: Gimp Gods
Quote:
Originally posted by moodgiesanta:
Pick an immortal pretender. Voila! problem solved.
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This will not prevent you from getting afflictions. Nor is it a guarantee of 'safely' dying should you be unfortunate (or careless) and get caught dead outside of your domain. Worse yet, relying on dying is bad for your god if it has any magical power at all.
You can reduce wounding chances by taking a god with regeneration, or by equipping items of regen. The best way to cure wounds, unless you are Pangaea with its special units, is to cast Gift of Health. T'ien Ch'i also has a hero that heals the wounds of others.
[ February 12, 2004, 07:40: Message edited by: Arryn ]
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February 12th, 2004, 09:51 AM
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Re: Battle Afflictions: Gimp Gods
Immortal units heal their Afflictions akin to Recuperation.
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February 12th, 2004, 09:52 AM
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Major General
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Re: Battle Afflictions: Gimp Gods
Quote:
Originally posted by Zen:
Immortal units heal their Afflictions akin to Recuperation.
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Then I ran into a bug in one of my games because my immortal god didn't. Not until he cast Gift.
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February 12th, 2004, 10:01 AM
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Re: Battle Afflictions: Gimp Gods
I couldn't say if you had a bug or not. I do know however, Immortal units heal afflictions akin to Recuperation. I don't know the standing % for either effect, but it does. Maybe you just got an unlucky streak, or your game got bugged.
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February 12th, 2004, 11:44 AM
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Corporal
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Join Date: Jan 2004
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Re: Battle Afflictions: Gimp Gods
Quote:
Originally posted by PvK:
Battle afflictions in this game are a very well done feature, I think.
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Hear hear!
I think a lot of these suggestions go against the grain of some of the more fun parts of Dominions - that is to say being forced to deal with setbacks, learning how to use the various options available to do so or simply learning that some strategies are risky and learning how to minimise those risks, such as getting a God with a gammy leg, one arm and no eyes.
There are no unbeatable strategies, no Supercombatant without an effective counter. And this adds to the fun, even if you are the Pretender god whose supercombatant just got wasted/cursed/afflicted. One of my favourite parts of General Tacticus' AAR ?A Tale of Fire and Blood? is where his Pretender does get a nasty affliction and seeing how this dominated his game play for the next several turns - this was a lot more interesting to read, and hopefully to play, than just saying ?mute Pretender, bummer. Oh well, reload/restart/use instant-heal-for-Gods? as would happen in so many other games.
There are a plethora of options now for dealing with an affliction, from the Faerie Queen to the Gift of Health to the Chalice to kidnapping an Arcosephale Priestess with Enslave mind/Charm/whatever and Gift-of-reason-ing her back to full commander status. Or even retiring that God to researcher/Dominion space heater duties until he can be healed, or he is really needed despite his handicaps. I wouldn't want to see more.
PS: you'll never get rid of threads like this. People always want to strengthen X or nerf Y or add an option to Z, until they find the existing ways of dealing with the problem.
PPS: think how irritated you would be if they did weld on an early-access ritual only castable by the Pretender on the Pretender... and then your Pretender got feebleminded on Turn 4. 
__________________
Thtrap it to the bench and put a good thick bolt of lightning through it, that'th our motto. That'th how you tetht thomething!
- Igor
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