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June 9th, 2007, 08:34 PM
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Sergeant
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Join Date: Oct 2006
Posts: 243
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Re: Castles don\'t stop armies from advancing, righ
Jarvellan Wall appears as a magic site, doesn't it? I seem to remember there was no description when I clicked on it. So what is its function?
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If you gotta shoot, shoot, don't talk.
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June 9th, 2007, 08:55 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Castles don\'t stop armies from advancing, righ
Dosnt it give a castle with some sort of crazy supply bonus?
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June 10th, 2007, 04:30 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Castles don\'t stop armies from advancing, righ
Supply value 1000, admin almost nothing and defense value essentially 0, but it does give you a free fort.
Magic sites do not have any descriptions and if the ability is one of the ones that will not be listed, such as healing afflictions or holy fire, it won't show.
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June 10th, 2007, 05:39 AM
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Major General
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Join Date: Sep 2006
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Re: Castles don\'t stop armies from advancing, righ
Quote:
Edi said:Magic sites do not have any descriptions and if the ability is one of the ones that will not be listed, such as healing afflictions or holy fire, it won't show.
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Oh, what sites heal afflictions? Can anyone list them? What other sites do secret stuff?
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June 10th, 2007, 05:56 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
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Re: Castles don\'t stop armies from advancing, righ
I know provinces are big, but ancient/medieval armies are very big, too. Especially considering size of supply lines. Sitting next to a castle shouldn't be healthy. Castle is good base of operations. If you just ignore it, it can launch an attack on your flank or supply lines.
http://en.wikipedia.org/wiki/Medieva...r_and_foraging
http://en.wikipedia.org/wiki/Medieva...#Supply_trains
I understand it depends on how much abstraction you're going to accept. But current model (army on province = siege) sort of contradicts the 'provinces are big' argument.
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Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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June 10th, 2007, 11:25 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Castles don\'t stop armies from advancing, righ
Quote:
Meglobob said:
Quote:
Edi said:Magic sites do not have any descriptions and if the ability is one of the ones that will not be listed, such as healing afflictions or holy fire, it won't show.
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Oh, what sites heal afflictions? Can anyone list them? What other sites do secret stuff?
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Lyfjaberg (50%) and the Healing Spring (10%). Yes, I finally installed Open Office, greatest memory hog known to man.
I don't really like that sites can have hidden effects that you don't know about until you look at the Dom3 DB, too.
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June 10th, 2007, 12:17 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
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Re: Castles don\'t stop armies from advancing, righ
Quote:
lch said:
Quote:
Meglobob said:
Quote:
Edi said:Magic sites do not have any descriptions and if the ability is one of the ones that will not be listed, such as healing afflictions or holy fire, it won't show.
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Oh, what sites heal afflictions? Can anyone list them? What other sites do secret stuff?
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Lyfjaberg (50%) and the Healing Spring (10%). Yes, I finally installed Open Office, greatest memory hog known to man.
I don't really like that sites can have hidden effects that you don't know about until you look at the Dom3 DB, too.
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Thanks Ich, yea I agree, a bit silly having hidden effects that you can only find out about via Edi's database.
I was hoping I had one of those to relocate my tartarian factory too, fairy queens are useless at healing afflictions, other nations already have chalice and GoH.
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June 10th, 2007, 02:22 PM
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First Lieutenant
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Join Date: Nov 2006
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Re: Castles don\'t stop armies from advancing, righ
The problem is that there is no concept of supply lines in Dominions.
How I would like to see it handled:
Wages have to be delivered somehow. Make a new commander type: Treasurer. A treasurer is completely stealthy in friendly terrain and gains the stealth status of the best commander it's with in enemy territory. It can't enter combat, it always retreats if you lose the province. You get to designate where it's going to retreat to. Should it be unable to retreat it's captured by whoever takes the province.
Treasurers only collect revenue from provinces with a friendly path to the province where the treasurer is. If your empire gets cut apart you need a new treasurer in the cut-off portion. If a province can't deliver it's gold somewhere a treasurer is automatically recruited (even if the province is also recruiting another commander) in whatever connected province has the most forces in it, or if there are none, in whatever province has the most income.
You can explicitly give a treasurer money in any castle, he can only draw from other treasurers that are in castles and connected to the one he is in.
Armies may be supplied by a treasurer that is with them even if they are in enemy territory.
The basic idea is to make logistics important when you are behind enemy lines. Allowing your army to get cut off means that you can't pay it and you get the same consequences as if you didn't pay it otherwise. Bypassing a strong point wouldn't be a good idea unless you sent plenty of money with the army.
Remember that the real power of castles was that leaving one in your rear was a bad idea because it would keep you from sending supplies or couriers through the area, not to mention raiders.
I also think you should be able to retreat into a fort if you gave your troops a "raid siegers" order. It would look like a fortress battle except without the hole in the wall, just an open gate. Any missile troops in the castle could be positioned on the walls which would give them some extra defense value. Note that battlefield spells would affect those in the castle as well.
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