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  #1  
Old November 10th, 2005, 08:34 PM
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Default Re: What it will take for me to purchase Dom III

Quote:
Sandman said:
National troops should be upgradeable. At the moment they derive rather less benefit from magic research than mages, summons and SCs.

Suggestion: Castable perma-upgrades: These are a set of spells which confer a permanent bonus on mundane humans or similar. Fire resistance, demon blood, lycanthropy, undeath, etc. The key feature? Only one upgrade per unit - they don't stack. Even so, it gives you a lot of options to play with when it comes to national troops.
I like, I like. Though it would be nice if national troops were still useful without magical support. Mages are crucial enough already.
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Old November 11th, 2005, 03:35 AM
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Default Re: What it will take for me to purchase Dom III

I'm on the side saying that national troops shouldn't be competetive with summons (with the obvious exceptions), except for the cheapest crappiest summons, with which they are already competetive. If someone else has spent years of dedicated research to be able to summon serious nasties, why should I be able to match such an army from turn 1 just by clicking "Recruit"? Vice-versa, why would anyone research summons when they can do just as well hiring dudes, and divert their precious research, gems, etc. towards magic items to make their hired guys even more powerful, or combat spells to kill off the enemy's summoned guys even more effectively... No, summoned troops should be more powerful than those you hire. Hired troops are for growing in the early game, and depending on what you research and how you play, they can still be useful mid-game. One of the neat things about Dominions is that the power level grows so astronomically as time progresses and yet things still stay reasonably balanced. Proposals that would allow for the power of hired troops to increase as the game progressed are interesting, as long as that increase in power requires effort to be spent developing it, but making them much more powerful right off the bat would throw the balance way off, I think.
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Old November 11th, 2005, 04:28 AM

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

I like how the Conceptual Balance mod handles things. It's the result of a lot of playtesting. National troop costs have been lowered and no brainer, devastating spell combos (Staff of Storms/Wrathful Skies) have been made more difficult to achieve. Unit enhancing spells have been made less expensive, allowing buffed national units to be more effective later in the game. Items, in particular, have been modded to try and eliminate the "there is always a best choice" problem. The Super Combatant remains very powerful but is no longer all powerful and different unit/summons/item mixes are more viable. There is room for both summons and national troops.

At least that's the idea, and I think it's working pretty well.
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Old November 11th, 2005, 06:12 AM
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Default Re: What it will take for me to purchase Dom III

I think the problem lies in the fact that summons get stronger as the game progresses, while regular national troops do not.
If it was possible to divert magical research to technological research to improve your troops, it might contribute towards making national troops viable later in the game.
Maybe you can add a "techonology" tab to research, where you can choose to spend RP on technological advances, so in that tab, instead of "Enchantment" and "Conjuration" you would have "Infantry Weapons" and "Cavalry Shields", and instead of spells you would have upgrades, such as "Sharpening Stone" which increases damage for all weapons by 1 or "Combat Training" which gives all newly produced units an expirience star etc...
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Old November 11th, 2005, 11:15 AM
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Default Re: What it will take for me to purchase Dom III

Many of the suggestions here would shoot micromanagement through the roof. While it would be nice to be able to enchance units magically, quickly choosing the most experienced, least wounded units of most useful types from hundred or so soldiers would take time. Another research tree would also be a nuisance, and I imagine most nations already know of the "Sharpening Stones", and that the more non-militia have already undergone "Combat Training" (just compare a Militia to a generic Light infantry).

I still think I'd like to see a way to have national units play a big(ger) role in DomIII, but Jeff, Ygorl and Vicious Love make good points about the absurdness of mere humans standing against unnatural, supernatural, or even b]big[/b] enemies.
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Old November 11th, 2005, 12:20 PM

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

i think being able to research upgrades for items is a good idea and after reading a litttle of what everything does i doubt it would add much micromanegement
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Old November 11th, 2005, 02:59 PM
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Default Re: What it will take for me to purchase Dom III

If better armors can be researched, and mages will research those, doesn't that screw Ulm with its "better steel but less magic" policy? And why play Ulm if the only thing you get is a head-start on others on the arms war, when you can't get as far in the magic war?
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