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  #1  
Old November 10th, 2005, 02:49 PM

shovah shovah is offline
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Default Re: What it will take for me to purchase Dom III

i was thinking of something like that, maybe summons cost gems to maintain, and will either
Awly drain your lab supply
Brain commanders held supply if no lab is present or
Cwly decay/lose health overtime
this would be a realatively small amount (a percentage of summon cost perhaps) and although would trouble small amounts of summons would easily start to cripple players with large amounts of said creatures unless they clam in which case they will have a big advantage wether this rule exists or not (and clamming hopefully will be harder in dom3)
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Old November 10th, 2005, 02:53 PM
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Chazar Chazar is offline
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Default Re: What it will take for me to purchase Dom III

I do not oppose clamming, since it isnt an issue if your games are finished by turn 50-70. The current balance mod is way to restrictive in that respect imho, e.g. as Machaka I had real trouble to forge a few fever fetishes to keep my "flaming arrow" archers hords going without the managing hordes of scouts shipping gems...
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Old November 10th, 2005, 03:09 PM

shovah shovah is offline
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Default Re: What it will take for me to purchase Dom III

just as a little off topic note how would a flaming windguide combo work? just wondering . and yes although not a problem on small games they generally dont tend to get summon heavy so........
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Old November 10th, 2005, 03:59 PM

Ironhawk Ironhawk is offline
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Default Re: What it will take for me to purchase Dom III

That combo works quite well. Tho I think only Arco can reasonably implement it.
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Old November 10th, 2005, 05:44 PM
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Default Re: What it will take for me to purchase Dom III

I think that lowering the price of national fighting units (not mages) can make armies of normal troops more of an option.

After all, there are some pretty powerful national troops almost for all the nations.

For example a mod that halves the cost of all recruitable fighting units. (almost equivalent to doubling the cost of all summons, except that mages are doubly more expensive which further hardens the requirements for summons)
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Old November 10th, 2005, 06:00 PM
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Default Re: What it will take for me to purchase Dom III

Quote:
izaqyos said:
For example a mod that halves the cost of all recruitable fighting units. (almost equivalent to doubling the cost of all summons, except that mages are doubly more expensive which further hardens the requirements for summons)
Would put more strain on commanders, and supplies (food), as bigger armies are harder to maintain.
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Old November 10th, 2005, 07:00 PM
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Default Re: What it will take for me to purchase Dom III

Quote:
B0rsuk said:
Quote:
izaqyos said:
For example a mod that halves the cost of all recruitable fighting units. (almost equivalent to doubling the cost of all summons, except that mages are doubly more expensive which further hardens the requirements for summons)
Would put more strain on commanders, and supplies (food), as bigger armies are harder to maintain.
Supplies wise. not gold wise. For supplies there are solutions. Growth scale, nature mages and food items.
I don't understand how more strain on commanders when in end games normal commanders are rarely used at all.
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