|
|
|
 |

October 11th, 2006, 02:18 AM
|
 |
Lieutenant General
|
|
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Points for Slumbering gods too high
Quote:
biekert said:
I think the 150 points for missing only the first year is too rewarding - you can really pump up your scales to the point that it seems almost folly to take an awake pretender unless the map is tiny and you can use him as a SC. I'd recommend moving the point reward down to 100 or even 80.
|
Not sure the 150 is wrong, but the added bonus for being imprisoned and not showing up for _three_ years (two years after the slumbering ones) should be at least as much as the bonus for slumbering.
Quote:
I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.
|
It's seemed that way to me as well - and of course, unless you jot down ages for _every_ unit (or at least commander) and track each unit every turn, almost impossible to actually catch. Probably won't be fun to debug either.
__________________
Wormwood and wine, and the bitter taste of ashes.
|

October 11th, 2006, 02:33 AM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2004
Location: Atlanta, GA
Posts: 488
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Points for Slumbering gods too high
Quote:
Cainehill said:
Not sure the 150 is wrong, but the added bonus for being imprisoned and not showing up for _three_ years (two years after the slumbering ones) should be at least as much as the bonus for slumbering.
|
Agreed. A simple suggestion might be that the bonuses should be inverted.
|

October 11th, 2006, 02:48 AM
|
 |
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Points for Slumbering gods too high
For a while the imprisoned level was 300, not just 250, but we and the beta discovered that everyone went for imprisoned gods or (at times) awake ones. No dormant gods at all, so we decided to go for 250 points. Perhaps a lowering on the dormant is ok. Lets get back to this when there has been some more MP gaming.
|

October 11th, 2006, 02:53 AM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2005
Location: North Carolina, USA
Posts: 403
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Points for Slumbering gods too high
Streamling the Dominions interface [cont...]
VI) The ability to see how much current castle defense your troops plus other abilities/spells are granting you.
VII) The ability to drag-scroll the map using the left mouse button. Especially needed in windowed mode.
=$=
__________________
|

October 11th, 2006, 03:45 AM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Points for Slumbering gods too high
Quote:
Kristoffer O said:
For a while the imprisoned level was 300, not just 250, but we and the beta discovered that everyone went for imprisoned gods or (at times) awake ones. No dormant gods at all, so we decided to go for 250 points. Perhaps a lowering on the dormant is ok. Lets get back to this when there has been some more MP gaming.
|
Actually, I'd keep costs as they are. Right now all choices are valid. If you reduce points from dormant, they will again not be chosen.
I think that best way to improve imprisoned is to reduce time they are imprisoned from 3 to 2 years.
|

October 10th, 2006, 04:40 PM
|
 |
Sergeant
|
|
Join Date: Jan 2004
Posts: 247
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Points for Slumbering gods too high
It's hard to say, but you can create some pretty obscene high-bless gods with Imprisoned. With even more points, it means you can get a dual-9, decent scales, AND a high dominion.
|

October 11th, 2006, 11:52 AM
|
Private
|
|
Join Date: Jan 2005
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Points for Slumbering gods too high
That sounds wise to wait for MP feedback... thinking out loud, perhaps in my games the early SC theory is less palatable because I always set independents to 9. Lower settings for independents make the awake-god strategy more palatable.
|

October 11th, 2006, 12:57 PM
|
 |
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: Points for Slumbering gods too high
Give us Save function pls
Its annoying not being able to play in full screen mode because i need to save outside the game.
|

October 11th, 2006, 01:29 PM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Points for Slumbering gods too high
Not sure what you mean by "save outside the game"?
If you're copying the .trn files to return to old turns, then I'm afraid it's working as designed and not likely to change.
I suspect most here would view it as cheating.
That said, it's your game and the --postexec switch and a little scripting should be able to give you that functionality.
If you meant something else, I'm curious what?
|

October 11th, 2006, 02:30 PM
|
 |
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: Points for Slumbering gods too high
I have been asking for Save for years. Why would I stop now?
I dont know what you mean. How is it cheating? Every modern SP turn based game has Save function.
P.S. Pls dont tell me that this game is MP only.
Quote:
the --postexec switch and a little scripting should be able to give you that functionality
|
That kind of defeats my point of playing in Full screen mode.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|