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  #1  
Old February 17th, 2004, 04:39 AM

Pillin Pillin is offline
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Default Re: patch 2.08 is out

Thats actually a common missconseption. The vikings where mostly peacefull traders, farmers and craftsmen. There where occasional times when they would go "on viking" as they called it, but this was really a minor part of the culture.

This however is reaaaly offtopic so lets not discuss it further
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  #2  
Old February 17th, 2004, 08:24 AM
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Default Re: patch 2.08 is out

Quote:
Originally posted by Pillin:
The whole discussion on paralyzation is just.. silly. Your paralyzed unit is only lost if thats you attacking and you dont win. So basicly what happens, is that the province gets together for a big party. Where they either build a fire around you and burn you, or simply chisle away at you untill your a pile of ruble. See, no need to discuss that anymore.

Edit: spelling (yeah its still bad)
That was the most far-fetched and bizarre response I have seen. Considering that 95% of the province defense was killed in the battle... leaving only citizens/farmers...
the regenerating powers of the Tartarian Cyclops(size 6) would easily keep him alive from their sticks and stones. Most of the citizens/farmers would also be too afraid to approach him since he also carried 'cause fear +2' .
He had items which gave him his regeneration and other enhancements.


When the game auto-kills a unit just because X amount of turns passed... that's just wrong.


The fix we need is to remove the auto-kill and replace it with auto-flee. OR
Change/Adjust Paralyzation OR
Change the Last turns of battle so units can wake up and properly flee.
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  #3  
Old February 17th, 2004, 08:42 AM

velk velk is offline
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Default Re: patch 2.08 is out

The optional coup de grace rule for AD&D is just for conveniences sake in fights - do you really want to have to roll 40 attack rounds against an immobile opponent when the outcome is inevitable ?

Use of it is tempered by GM common sense though. Having some level 1 mage melee a tarrasque to death with a scrollcase in one combat round because he paralyzed it is so inherently ludicrous that only an idiot GM would go with that outcome.

It's like saying a guy with a hammer wins a fight with mount everest because it can't fight back.
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  #4  
Old February 17th, 2004, 11:50 AM
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Default Re: patch 2.08 is out

Quote:
Originally posted by josh_f:
N?got gick fel!
sprnbr too high for this file
N?got gick fel!
sprnbr too high for this file
Abort trap
Thank you! Now could you also check the size of your army8.trs and res.trs files in bytes. They are located in dominions2.app/Contents/Resources.
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  #5  
Old February 17th, 2004, 04:31 PM

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Default Re: patch 2.08 is out

Velk,
I agree that the optional coup de grace rules in AD&D should be tempered with common sense. Of course, the mage might just have a dagger with him...that's a common purchase for L1 magi. And the AD&D golems required magical weapons to hit, which of course I addressed in a prior post. You are correct...the golem would not be slain without magical weapons even if it were paralyzed. Of course, let's remember that NT Jedi's example was that of a red dragon.

The explanations offered by Pillin and Aikamun make sense to me. Because let's face it...thousands of folks in the province. Even if they run away in fear a few times, they can always come back the next day and help some more. After all, it is a whole month.

Norfleet,
Most units have better weapons than forks or herrings. And I would count all the units able to reach the creature in question after it becomes helpless with no defenders. Not just those still around at turn 50.

NT Jedi,
Even folks who take your side in this discussion of what should happen to paralyzed supercombatants...some of these folks side with me on the red dragon issue. They could gouge out its eyes or slit its throat. Keep in mind that level of experience (unless magical items are present) doesn't have anything to do with the damage done per attack in AD&D, though it may increase the number of attacks you receive per combat round.
The devs have decided to kill these paralyzed creatures, and I agree with them. Paralyze should be less effective now, which I'm sure will make you a bit happier with regard to the survivability of your supercombatants.

Norfleet,
I don't think the present rules truly account for "helplessness." Protection still remains, in my opinion, too effective a counter to blows once one is paralyzed. And I think you know how effective protection is in this game. If your protection is significantly greater than your opponents' damage plus strength, you will rarely take damage. While that makes sense before you are paralyzed, I think it makes less sense, except possibly in the case of immobile hunks of rock, once you are helpless with no defenders. Defense skill of zero isn't really sufficient to model helplessness. Because the helpless creature's armor can be removed...it can't prevent that. The magical accourtrements can likewise be removed...it can't prevent that. And small chinks in spell protection could also be removed or dispelled by skilled magi. (One thing we don't have in Dom 2 that I think would be neat is a form of "dispel magic.")
You have a point with regard to the protection spells which damage attackers. And my answer that they are countered may not prove satisfactory to you because there is no such counter in the game mechanics. Of course...what is possible once one is helpless with regard to enchantments should be different than what is possible if one is hale and moving about the battlefield.

Graeme Dice,
Paralyzation under this system does not become as good as soul slay. The autokill does not go into effect until the unit is helpless and without any defenders whatsoever. Soul slay can slay units even if defenders are present on the battlefield. For paralysis to be as effective, the side using the paralysis must win the battle. Soul slay will kill units even without winning the battle. I view that difference as significant.

The unit itself counts. You specified a spellcasting sphinx. My scenario would not say that a spellcasting sphinx is helpless unless it were paralyzed or otherwise rendered helpless. If they don't move from their fortresses, as in patch 2.08, then choosing a fortress with defenders would render the sphinx always non-helpless. Same goes for the head. However, if a soulless has a month to rip apart a helpless sphinx...well, that soulless must have undead leadership or it wouldn't be on the battlefield at all. So the soulless and its undead leader slowly manage to chip away at the head of the sphinx, not sleeping because they are undead and require no sleep, over a period of an entire Calendar month, thereby expelling the vile spirit that inhabited the sphinx into the void.
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  #6  
Old February 17th, 2004, 04:40 PM

Pillin Pillin is offline
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Default Re: patch 2.08 is out

Now your just beeing stubborn NTJedi, do you really think there are noone in a whole province that can kill your splendid... um statue Your protection spells wont Last all that long after the battle and then its just a simple matter of putting you off a cliff or something.
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  #7  
Old February 17th, 2004, 05:30 PM
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Default Re: patch 2.08 is out

Quote:
Originally posted by Johan K:
Thank you! Now could you also check the size of your army8.trs and res.trs files in bytes. They are located in dominions2.app/Contents/Resources.
army8.trs 292 KB
res.trs 76.KB

I also redownloaded the patch to no affect.

[ February 17, 2004, 15:58: Message edited by: Gandalf Parker ]
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