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October 18th, 2006, 02:30 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
Posts: 488
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Re: Patch Improvements
Quote:
Olive said:
Here's a suggestion that should be easy to implement. Since you can have lot of micro management to put the gems in the lab when you have units dedicated to gem/slaves production (that should drop their gems in the lab) and units that need to keep their gems on for combat purposes, I think those 4 buttons should be added in the global screen where you manage your gems :
- Pool bloodhunter's slaves : pool the slaves of all commanders actually bloodhunting.
- Pool clam's pearls : pool the pearls carried by commanders equipped with a clam.
- Pool fetish's gems : pool the fire gems carried by commanders equipped with a fever fetish.
- Pool stone's gems : pool the earth gems carried by commanders equipped with a bloodstone.
I think that's all the ways commanders can produce gems/slaves. It should remove a lot of micro management imho. I'm waiting for this feature since I've discovered dom 2. Pleaaaasssse.
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Are the various gem-producing items even still in the game? I don't recall seeing them...
That said, I've already loudly noted my wish for the blood-slave pooling command. How easy it'd be to implement, however, I can't say.
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October 18th, 2006, 02:52 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Thanked 25 Times in 22 Posts
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Re: Patch Improvements
Quote:
JaydedOne said:
Are the various gem-producing items even still in the game? I don't recall seeing them...
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They are. Clams now require W3N1, while I haven't yet looked at the stats for the Earth Blood Stone or the fever fetish.
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October 18th, 2006, 02:54 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
Posts: 488
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Re: Patch Improvements
Ah, thanks for the tip. That certainly solves the issues of hording, I think. Or at least stalls the issue. I'll have to play out an SP game gunning specifically for clams and see just how economical the strategy is.
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October 18th, 2006, 03:33 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Thanked 133 Times in 117 Posts
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Re: Patch Improvements
Fever Fetish is still the same cost, but it no longer works on undead. So you actually have to disease a commander to get the benefit.
Of course, you could just start an old age fetish farm of your already diseased commanders.
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October 19th, 2006, 11:58 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Patch Improvements
Quote:
thejeff said:
Fever Fetish is still the same cost, but it no longer works on undead. So you actually have to disease a commander to get the benefit.
Of course, you could just start an old age fetish farm of your already diseased commanders.
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Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ? 
That change is useless and will just add stoopid mm  !!
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October 19th, 2006, 12:38 PM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Patch Improvements
Quote:
PDF said:Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ? That change is useless and will just add stoopid mm !!
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Is there are reason why the items of the diseased should not go back to the lab?
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October 19th, 2006, 01:02 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Patch Improvements
Quote:
Chazar said:
Quote:
PDF said:Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ? That change is useless and will just add stoopid mm !!
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Is there are reason why the items of the diseased should not go back to the lab?
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Yes, that would have been a welcome change instead ! Note that I didn't test if it has changed BTW...
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October 19th, 2006, 01:02 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Patch Improvements
Well, I think that was the original intent of the Fever
Fetish.
It doesn't really make sense that undead can get diseases, but have no ill effects from them and still generate gems with Fever Fetish.
I do like the idea of items of dead commanders in lab provinces going back the lab. Probably not if they died in battle and maybe not if they're killed by range spells (Flames/Fire from the Sky, Seeking arrows etc), but someone dying of disease should be able to prepare a little bit.
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October 18th, 2006, 04:41 PM
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Sergeant
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Join Date: Nov 2004
Location: Montpellier, France
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Re: Patch Improvements
Quote:
JaydedOne said:
Are the various gem-producing items even still in the game? I don't recall seeing them...
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Yes, they're almost unchanged I think (except for clams that require nature gems)
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October 18th, 2006, 04:49 PM
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Second Lieutenant
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Join Date: Apr 2004
Location: Ohio
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Re: Patch Improvements
And Fever fetished are very unpredictable in how often they generate a fire gem. I believe the more afflictions a unit has the more likely a gem will be produced. Testing on some units with recuperation I was averaging 1 gem every 3 to 4 turns.
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