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  #1  
Old November 27th, 2006, 07:31 PM
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Graeme Dice Graeme Dice is offline
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Default Re: The problem of low hit points on humans

Quote:
UninspiredName said:
Ah, so what you want is humans to survive three-meter radius (give or take) orbs of fire. Besides, they rarely hit their intended square anyways.
I have little problem with somebody who's survived decades of combat against armies that routinely lob fireballs around being able to survive those hits.

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At any rate, between 'assassin' spells and combat magic, magic is pretty much the bane of heroes. I don't deny that, it's just the way Dominions works.
The way that the system works though is that human combat mages can gather a couple of doezen kills over their career without any gem investment and with fairly minimal danger. A human commander is virtually never going to reach that goal.

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First-off, I fail to see how Dominions 3 was 'dumbed down' compared to 2.
There are a number of reasons. The morale system is still broken and still autorouts commanders when their troops die, and still kills troops that don't have a province to retreat to, yet now it even affects beings that aren't even hurt by the attacks they are experiencing. Quickness no longer affects spells, so all those mages (and there are a lot of them) that cost extra gold for W1 no longer see any benefit from that extra path. Research is at the very difficult setting by default, so that pushing armies around the map, especially armies composed of undercosted sacred troops is the best strategy for the majority of the important turns of the game.

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You sound like one of the players that would rather be playing Dominions 2 if it had an active modding community.
I would. Other than the obvious interface improvements and additional nations, I think that Dom2 was a better game than Dom3.

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Many times you'll be fighting elite, possibly F9-blessed men,
Commanders are not just slightly more elite than your normal troops. They have such supposedly impressive abilities that you can only recruit a single one per month.

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Expecting one elite soldier to fend off groups of three somewhat less elite soldiers for an entire battle might be asking too much.
If he can't, then there's no point in his existing in the first place. That's why people use independent commanders who are cheaper and just as good at standing behind the troops.

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But you forget one thing, that commanders command. Commanders may be elite warriors, yes, but that's not what most people recruit them as.
That's a game mechanic convention, nothing else.

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One can recruit battle mages instead of commanders, but then battle mages would be all you have.
I wasn't aware that recruiting battle mages prevented you from recruiting independent commanders to move your troops around, becaue that's what you're arguing here.

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When it comes down to it, this entire argument is a matter of taste. The way I see it, human commanders aren't meant to be on the frontlines.
Then the elite versions might as well not exist for all the gameplay effect that they have. You get more survivability and more utility out of three independent commanders than a single black lord, and they both have the same cost.
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  #2  
Old November 27th, 2006, 08:58 PM
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Default Re: The problem of low hit points on humans

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The way that the system works though is that human combat mages can gather a couple of doezen kills over their career without any gem investment and with fairly minimal danger. A human commander is virtually never going to reach that goal.
But a human commander shouldn't be trying to reach that goal. They're an entirely different breed of unit. Asking for them to kill enemies in melee combat while being in minimal danger seems, again, ridiculous. Once, I had a skinshifter commander on the frontlines who racked up a large number of kills unequipped, but as I was playing as Patala it technically cost me 10 nature gems for the Lycanthropos Amulet, and either way it was certainly not safe for him. He even turned the tide (or so it seemed from the video) of a few 20-30 men per side skirmishes.

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The morale system is still broken and still autorouts commanders when their troops die,
I'll go back to the Patala vs. Jomon battle from before, in which the enemy definitely fled. I even got the 'The armies of Jomon are routing' message up top, and the battle continued for maybe ten turns after that up until his commanders destroyed me. Of course, I wouldn't be surprised if it was a glitch in that case, but I'm sure I've seen non-mage commanders linger while the entire remaining army flees.

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yet now it even affects beings that aren't even hurt by the attacks they are experiencing.
I'll give you that one, as I haven't had any Dom2 experience with that sort of situation.

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Quickness no longer affects spells, so all those mages (and there are a lot of them) that cost extra gold for W1 no longer see any benefit from that extra path.
It allows searching for water sites, which shouldn't be underestimated, as well as limited item forging and easier empowerment, which you can take for what you will.

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Research is at the very difficult setting by default, so that pushing armies around the map, especially armies composed of undercosted sacred troops is the best strategy for the majority of the important turns of the game.
The ever-so-popular F9/W9 bless only really helps for melee combat. (and reaching ranged combatants, I suppose) They still wither under attack spells, most outstandingly Blade Wind, and projectiles, and other blesses have similar weaknesses. Still, I'll admit it can cut through independents like butter.


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Commanders are not just slightly more elite than your normal troops. They have such supposedly impressive abilities that you can only recruit a single one per month.
It's not that they have such impressive abilities, just look at the many relatively crappy level-one priests that also take up that precious slot. I don't know about you, but I'd usually take a commander over one of them. It's that they're not run-of-the-mill military that stops mass-recruiting.

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If he can't, then there's no point in his existing in the first place. That's why people use independent commanders who are cheaper and just as good at standing behind the troops.
Whether they have a point in existing or not depends on the commander in question. Some have standards, a couple are stealthy, some are priests, some have limited magic capability, and many have a much higher Leadership score than the generic human Commander.


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That's a game mechanic convention, nothing else.
Perhaps, but it's a cruicial one. Unless you're suggesting they remove the Leadership mechanic from the game altogether, Leadership is at least somewhat valuable.

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I wasn't aware that recruiting battle mages prevented you from recruiting independent commanders to move your troops around, becaue that's what you're arguing here.
Your arguments sort of suggested that battlemages were solidly 'better' than commanders. I'm simply saying that's not the case. I apologize if I read between the lines too much.

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Then the elite versions might as well not exist for all the gameplay effect that they have. You get more survivability and more utility out of three independent commanders than a single black lord, and they both have the same cost.
I'm not familiar with the Black Lord unit, and you could very well be right. Still, there are plenty of other cases where human commanders can be more worthwhile than their independent counterparts.

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On top of that, your cost-benefit wasn't too good there. You lost 6 mages at about 180 = 1080 to kill 100 troops at, say, 15 = 1500. That's ahead, but not by much. Even if you can get some of the stronger early magic going it's possible to be overwhelmed by sheer force of numbers, as you experienced.
I didn't plan on them dying.
I was actually against another human in that game, and we had agreed for various reasons to call the game once we defeated CPU Abysia (Down to one province and outnumbered), so I decided to go out with a bang.
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  #3  
Old November 28th, 2006, 12:55 PM
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Default Re: The problem of low hit points on humans

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Graeme Dice said:
I would. Other than the obvious interface improvements and additional nations, I think that Dom2 was a better game than Dom3.
Have to say I agree - Dom3 took a number of steps backwards, gameplay-wise. I (and others) have ranted enough about the age system, but some people like it. But the new shield mechanic is essentially broken (as per the mathematical analysis of shields vice air shield against missiles), the old flawed morale system was replaced with a new morale system that's bug-ridden as well as flawed (1), the removal of themes _diminished_ variety (2), and improvements to balance (such as the CB mods) were ignored, while long standing bugs and issues still haven't been addressed.

Instead, we got a bit more content that in _theory_ increased variety, but effectively reduced it by restricting each nation to a different age. (3)

Some of these things may be fixed in patches (or more likely, things that can be fixed will be fixed in mods), but given past history, the bugs and core issues seem unlikely to be fixed. (4)

1) Admittedly, the old morale system had its bugs too, as _sometimes_ troops kept fighting when all commanders had died and vice versa.

2) For instance, in Dom2, knowing that Marignon or Ermor was in a game didn't help you know _which_ Marignon/Ermor you'd be up against, as each has themes that drastically change the nation. Even without the major themes (Machaka, etc), a player could take Water Cult or some other theme that had an impact on how they'd play. So, instead of letting us finally choose those minor themes in conjunction with major themes (ie, Niefelheim or Carrion Woods with Water Cult, etc), the themes were eradicated.

3) Yes, it's possible to get nations from other eras into the same game, but it requires _map_ commands - hardly something that allows you to sneak in an unlikely variation like Return of the Raptors, since the game-host has to do it for you.

4) Supporting evidence, problems that have been around for _ages_ have never been addressed, such as the bug that sometimes kills immortals dead in friendly dominion, or the lack of _any_ battle summary for castle stormings.
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  #4  
Old December 2nd, 2006, 05:59 PM
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Default Re: The problem of low hit points on humans

Quote:
Cainehill said:
...
3) Yes, it's possible to get nations from other eras into the same game, but it requires _map_ commands - hardly something that allows you to sneak in an unlikely variation like Return of the Raptors, since the game-host has to do it for you.
...
It doesn't require a map command. It's a very easy mod to make to allow all nations from all eras in the same game. Isn't one posted to the public forums yet?
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  #5  
Old November 28th, 2006, 06:02 PM

mivayan mivayan is offline
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Default Re: The problem of low hit points on humans

Quote:
Graeme Dice said:
Then the elite versions might as well not exist for all the gameplay effect that they have. You get more survivability and more utility out of three independent commanders than a single black lord, and they both have the same cost.
Oh. *that* is a point. Perhaps something like +1 morale and attack for units under a commander with 100+ leadership? (80 base + one or two experience stars) would be neat?

Edit, in stead of doublepost:
Quote:
curtadams said:
I have to agree with GD that magic is considerably less important than before. Because resources were roughly doubled but the number of castle lab complexes wasn't you can recruit many more troops per mage and because of the supply increases (which are huge) you can field them too.
Oh... that's right. Double gold income isn't *nearly* double amount of mages compared to dom2, at least for the first two dozen turns.

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