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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

Reply
 
Thread Tools Display Modes
  #1  
Old November 17th, 2004, 06:39 PM

Zen Zen is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
Zen is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

It's at least slightly different. Since when you Charm a commander they keep their Commander status while if you Enslave Mind a Commander they are regulated to a Unit regardless of their previous status.

Hellbind Heart falls into this same Category.

It doesn't in actuality matter very much, I would love to be able to change the Enslave's Penetration bonus/penalty but that is doable with the current Mod tools. Same with Mind BLast.

So Edi, any feedback from you, O' Editor?
Reply With Quote
  #2  
Old November 17th, 2004, 06:56 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Haven't had time to actually try the spell mod out, I'm just assessing the differences based on what I know of the abilities, costs and effects that the modifications affect and drawing educated guesses.

I've been much too busy producing other documentation, like the completely revised, rechecked, expanded and more accurate magic site list that will be made available for public consumption tomorrow (as will an updated unit DB, though the modifications to that are pretty minor in comparison). And doing non-Dom2 related things. But I'm actually starting a couple of SP games to try out the spell mod. I should also update the Faerun map files (assign VPs to some places, correct at least one border error that slipped through and recheck a couple of other things), but that will take a couple of days.

Edi
Reply With Quote
  #3  
Old November 17th, 2004, 07:04 PM

deccan deccan is offline
Major
 
Join Date: May 2003
Location: Solomon Islands
Posts: 1,180
Thanks: 0
Thanked 0 Times in 0 Posts
deccan is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Does Enslave Mind have a better inherent MR penetration than Charm? How about Hellbind Heart?
__________________
calltoreason.org
Reply With Quote
  #4  
Old November 17th, 2004, 07:27 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Quote:
Zen said:
It's at least slightly different. Since when you Charm a commander they keep their Commander status while if you Enslave Mind a Commander they are regulated to a Unit regardless of their previous status.

Hellbind Heart falls into this same Category.

It doesn't in actuality matter very much, I would love to be able to change the Enslave's Penetration bonus/penalty but that is doable with the current Mod tools. Same with Mind BLast.

So Edi, any feedback from you, O' Editor?
Im not sure if I read that right. Unless something changed then hellbind has no effect other than them switching sides. Ive gotten my best commanders, mages, equipment, and even multiple prophets with hellbind.

I also love the "double damage" thing. Not only have I gained powerful commanders with experience and equipment, but he has lost the same. His advancing army now has many units with no leader which cannot advance and will rout if even a scout attacks.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #5  
Old November 17th, 2004, 07:55 PM

Zen Zen is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
Zen is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

This means:

Charm = Hellbind Heart (You get commanders as commanders)

Enslave Mind, Master Enslave, turn commanders into units when they switch sides.

For Penetration: It's the same across the board except for the Enslave Mind Weapon, which has less penetration (I believe). Though of course the added penetration of exceeded Paths is different (Hellbind having the most potential Penetration with the same number of paths).
Reply With Quote
  #6  
Old November 18th, 2004, 12:51 AM
st.patrik's Avatar

st.patrik st.patrik is offline
Major
 
Join Date: Sep 2003
Location: The Forest of Avalon
Posts: 1,162
Thanks: 0
Thanked 50 Times in 11 Posts
st.patrik is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

What about making the enslave mind have a very high fatigue cost, or something like that?

Just to explain why I thought it was overpowered - I played a game vs. AI as Arco, and was attacked on several occasions by small Groups involving 5 Hama Dryads. I had a much larger force, but ended all such engagements losing most of my guys without killing a single one of the enemy. I agree that it would be hard to use this strategically, with the need to build labs etc., so what I am more concerned with is the defensive effect of having, say 10, dryads guarding each of your fortresses. stick in a couple of heavies to jam the doorway and your fortress is never going to fall - especially if you throw in a staff of storms to make sure flyers can't get in.
Also a handful of hama dryads would be worth sacrificing when used offensively, if they are basically able to take out your enemy's army (and probably win you some new troops (worth more than the summoning cost of the dryads themselves) in the process.

What about instead of giving them a ranged attack you just made them a lot tougher in combat - higher defense score, perhaps a life-drain melee attack, or something like that?

Other than this detail I like a lot of what you've done Zen. Have the devs tried this stuff out, does anyone know?
Reply With Quote
  #7  
Old November 18th, 2004, 02:17 AM
Cainehill's Avatar

Cainehill Cainehill is offline
Lieutenant General
 
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
Cainehill is on a distinguished road
Default Re: Conceptual Balance Series (Mod)


IMO, higher defense score, life drain melee, etc, wouldn't make anyone go for hamadryads. And, I don't think any form of life drain would be particularly thematic, whereas a charm attack _is_ very thematic for dryads.
__________________
Wormwood and wine, and the bitter taste of ashes.
Reply With Quote
  #8  
Old November 18th, 2004, 02:19 AM
archaeolept's Avatar

archaeolept archaeolept is offline
Lieutenant General
 
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
archaeolept is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

yah. charm is best. if you could put the real spell in, w/ maybe 3 shots, that would be the best possibility.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 09:33 PM.


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