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July 21st, 2007, 01:26 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: New patch??
Quote:
Xietor said:
We are discussing MA Ulm only.
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I know, I do aswell. You may skip the last sentence where I was commenting about the thematic flavors of Ulm if you want. Suggesting magic-driven PD for a magic-impaired and -fearing nation is probably never going to make it into the game, IMHO.
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July 21st, 2007, 09:20 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
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Re: New patch??
Magic impaired, but not when it comes to construction and forging.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 21st, 2007, 10:11 AM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
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Re: New patch??
Ulm should have a dominion effekt that weakens magical creatures.
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July 22nd, 2007, 12:43 PM
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Corporal
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Join Date: Jul 2007
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Re: New patch??
Quote:
PrinzMegaherz said:
Ulm should have a dominion effekt that weakens magical creatures.
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Or better yet, all drain dominions should do so, like coldbloods in cold - maybe even like fire elementals in cold. That would give some real teeth to the magic/drain scale, which right now seems to just be "pay as much as you want for the amount of research you want".
(Coldblooded magical creatures like nagas and lamias should then be especially careful of cold+drain...)
As far as Abysia, I think old guys should get a cost break (and especially old Abysians, because the nation is expected to take death). Lower cost means lower maintenance, so by the time they drop dead you can afford to replace them. With that and making Abysia immune to the -2% income/level from death as well as the supplies, they could actually be played with the heavy death they were meant to have (and in previous versions almost always did have).
I like the thematic idea - and it does very appropriately make your dominion hell on earth for invaders - but it just isn't practical with such expensive mages. Short-lived men should be cheaper than the unnaturally long-lived magic beings other nations have - if you want the nation to be played with a "life is cheap" attitude, then their lives need to actually *be* cheap. Instead Abysians are still paying extra for the physical toughness they used to have (but don't anymore, because they're old in Dom3) and the heat aura whose main effect is to set their blood slaves on fire.
The cost break should be larger for old sacred guys, because they have higher up-front cost that is theoretically compensated for by their half upkeep... but if they drop dead of old age inside 2 years, you don't get much benefit from the reduced upkeep.
Adjusting the age system so there is more debilitation and less immediate death might be nice too, but it would probably be more work.
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July 22nd, 2007, 04:53 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: New patch??
I like that idea. It makes sense. Have magic drain dominion affect summons as well as battle-spells.
I would like to see Ulm get a boost against magic but they tend to have to worry more about summons than spells and I couldnt think of a way to give them a boost there thematically. The only thing I could come up with is maybe that their beliefs might give them a better chance at disbelief (pluses against phantasms and illusions). Of course that might help make them a rock-paper-scissors answer to Vanheim.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 22nd, 2007, 05:31 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: New patch??
Quote:
Chris_Byler said:
Or better yet, all drain dominions should do so, like coldbloods in cold - maybe even like fire elementals in cold. That would give some real teeth to the magic/drain scale, which right now seems to just be "pay as much as you want for the amount of research you want".
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This has been suggested before and didn't get much traction, but it's one of my favorite ideas for the drain scale.
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August 27th, 2007, 02:49 PM
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BANNED USER
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Join Date: Jan 2007
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Re: New patch??
Late August. Are we close to seeing the next patch now?
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August 27th, 2007, 04:15 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: New patch??
Not sure yet. But they work on fun things so lets notmake it unfun  That wouldnt speed things up
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 21st, 2007, 12:57 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
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Re: New patch??
Quote:
Xietor said:
Magic impaired, but not when it comes to construction and forging.
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Another off the wall idea. Nations have national only spells, yes. So how about Ulm having national only magic items?
You never know it could start a trend and result in even more diversity, uniqueness with nations.
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July 21st, 2007, 01:57 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
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Re: New patch??
There already are items that would be unique to certain nations, if that was possible. Black Laurels, Jade Mask... Anyone can make them, but only few can ever use them.
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