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  #1  
Old November 6th, 2006, 07:38 PM
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Default Water Magic


Any details as why water magic was changed where it no longer allows the commander to enter the water?

Perhaps a developer can answer this question. Please with astral gems on top.


The reason I mention this topic is because this change makes it more complex/difficult to enter water provinces which can be debated as good or bad for multiplayer only games. However for singleplayer and multiplayer games with computer opponents this change has made it more difficult for most computer opponents to enter the water provinces from the three games I've played with them.

EXAMPLE: The Johtun giants were frequently seen being able to attack and enter water provinces in DOM_2, yet within DOM_3 even after 70 turns they ignore even the small water provinces.

The Current Effect: As a result the experienced gamers using computer opponents now play with very little or no water on their maps when using non-aquatic computer opponents.

Recommendation: Allow water mages to enter water provinces as previously seen in Dominions_2 thus allowing more of the computer opponents to attack water provinces. I don't see any problems restoring water magic to the way it was in Dominions_2.
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Old November 7th, 2006, 03:31 AM
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Default Re: Water Magic

I think that Water magic wasn't *meant* to give waterbreathing since even in Dom: PPP there was a large number of special maes & monsters who had the "can give followers waterbreathing abilities".
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Old November 7th, 2006, 06:07 AM
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Default Re: Water Magic

Since Water mages' only special ability in DomII was their ability to go underwater, I doubt they were meant not to have it...
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Old November 7th, 2006, 06:24 AM

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Default Re: Water Magic

I like the way water provinces create some geography on the map- continents, bottle necks, ports etc. Without them you have to rely on mountains to provide strategic interest and they slow movement down to a crawl for most armies.

Of course you need to have the self control not to snap up the water provinces for yourself. I view it as a kind of "militarising space" kind of thing. As long as the AI doesn't go into the water I won't either. Once they do all gloves are off...
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Old November 7th, 2006, 07:21 PM

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Default Re: Water Magic

It could be seen as an anti-SC thing. They could get 1 level of water magic and not have to use up a slot.
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Old November 7th, 2006, 07:40 PM
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Default Re: Water Magic

Quote:
Endoperez said:
Since Water mages' only special ability in DomII was their ability to go underwater, I doubt they were meant not to have it...
Quote:
TomD said:
I like the way water provinces create some geography on the map- continents, bottle necks, ports etc. Without them you have to rely on mountains to provide strategic interest and they slow movement down to a crawl for most armies.

I also like having water provinces on my maps, yet I play multiplayer games with computer opponents which means having no water provinces to give the computer opponents a fair game.

Quote:
Fate said:
It could be seen as an anti-SC thing. They could get 1 level of water magic and not have to use up a slot.
Maybe the change to water magic was explained to some of the beta_testers. It would be nice to know the reason(s). Whatever the reason(s) behind changing water magic, it has unfortunately hurt the computer opponents.
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Old November 7th, 2006, 07:42 PM

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Default Re: Water Magic

I really don't like that change either.
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