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November 10th, 2007, 07:30 PM
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Re: Grossly, insanely different PD strengths
In my ideal world
Units should simply count to routing by size. A size 1 unit contributes one point. A size 6 unit contributes 6 points. Not exact, no, but simple, understandable, and it fixes the largest distortions.
PD should be made stronger, but nations should be limited to buying only 20 points per turn per province. A nation should not be able to drop 1200 gold into a province the turn after they take it in preparation for the counter attack. Does it make any logical sense at all that T'ien Ch'i can boost it's main army by 1300 gold in one turn by spending 450 gold on PD? PD being used for what it is meant to be used for will work just fine at 20 a point limit per turn. If someone wants to play games, they can easily buy 10 in all their provinces and then REALLY boost it in a single turn to 30.
PD should be given the "home province" morale bonus. Obviously, they are in their home province.
OR
*PD can be given a special "milita" morale penalty of -1 and then made stronger to compensate. This represents cheap troops that either win easily, or bolt.*
Since the point of PD is to stop small attacks, not build "uber-armies", then the level 20 troops should be present from level 1 and players should recieve half of them per point. Programatically, set PD 20 to zero, except the commander, and put in half at PD-1.
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November 11th, 2007, 02:39 PM
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Re: Grossly, insanely different PD strengths
Quote:
Lord_Bob said:
PD should be made stronger, but nations should be limited to buying only 20 points per turn per province. A nation should not be able to drop 1200 gold into a province the turn after they take it in preparation for the counter attack. Does it make any logical sense at all that T'ien Ch'i can boost it's main army by 1300 gold in one turn by spending 450 gold on PD? PD being used for what it is meant to be used for will work just fine at 20 a point limit per turn. If someone wants to play games, they can easily buy 10 in all their provinces and then REALLY boost it in a single turn to 30.
PD should be given the "home province" morale bonus. Obviously, they are in their home province.
OR
*PD can be given a special "milita" morale penalty of -1 and then made stronger to compensate. This represents cheap troops that either win easily, or bolt.*
Since the point of PD is to stop small attacks, not build "uber-armies", then the level 20 troops should be present from level 1 and players should recieve half of them per point. Programatically, set PD 20 to zero, except the commander, and put in half at PD-1.
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Unfortunately I doubt we'll be seeing any changes/updates to PD within DOM_3. The DOM_3 game still has Red Major Bugs which existed at the original base version and the developers haven't been around lately so they're probably working on their next project. If major bugs are not even being fixed which have been around since the games original release I'm not sure if we can even hope for PD balancing.
I'd say your best hope would be if the developers provided new PD options within DOM_4... such as another +/- scale specific for PD or upgrade options for PD. If the developers enjoyed the money profits from DOM_3 then we'll most likely see a DOM_4.
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November 11th, 2007, 04:36 PM
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Re: Grossly, insanely different PD strengths
Quote:
NTJedi said:
Unfortunately I doubt we'll be seeing any changes/updates to PD within DOM_3. The DOM_3 game still has Red Major Bugs which existed at the original base version and the developers haven't been around lately so they're probably working on their next project. If major bugs are not even being fixed which have been around since the games original release I'm not sure if we can even hope for PD balancing.
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Which major bugs does Dom3 have?
In earlier versions there has been the game breaking bug with the phantasmal warriors global, but that bug has been fixed.
Apart from that one i can't think of any bug Dom3 3.10 has that i would subscribe as Red Major Bug 
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November 11th, 2007, 04:42 PM
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Re: Grossly, insanely different PD strengths
Limitations for modding, couple of spells are (still?) broken and there are bugs that aren't on the lists, officially. 
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November 11th, 2007, 10:05 PM
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Re: Grossly, insanely different PD strengths
Quote:
Boron said:
Quote:
NTJedi said:
Unfortunately I doubt we'll be seeing any changes/updates to PD within DOM_3. The DOM_3 game still has Red Major Bugs which existed at the original base version and the developers haven't been around lately so they're probably working on their next project. If major bugs are not even being fixed which have been around since the games original release I'm not sure if we can even hope for PD balancing.
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Which major bugs does Dom3 have?
In earlier versions there has been the game breaking bug with the phantasmal warriors global, but that bug has been fixed.
Apart from that one i can't think of any bug Dom3 3.10 has that i would subscribe as Red Major Bug
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Check the bug thread... Major Bugs are listed in RED . As mentioned earlier most of these major bugs have existed since the initial game release.
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November 12th, 2007, 11:36 AM
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Re: Grossly, insanely different PD strengths
Quote:
NTJedi said:
Check the bug thread... Major Bugs are listed in RED . As mentioned earlier most of these major bugs have existed since the initial game release.
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Oops  . Seems i make a bad propaganda minister  .
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November 12th, 2007, 10:01 PM
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Re: Grossly, insanely different PD strengths
I think the solution to the monkey PD problem is to create a mod that gives them a huge killer ape named Kong as the extra 20+ PD leader.
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November 12th, 2007, 10:42 PM
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Re: Grossly, insanely different PD strengths
I vote for a three-headed monkey. 
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November 13th, 2007, 12:53 PM
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Re: Grossly, insanely different PD strengths
Or maybe I could get something that doesn't rout when four archers attack it. Oh, wait, they also had an idie commander.
Well that explains it.
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November 11th, 2007, 05:48 PM
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Re: Grossly, insanely different PD strengths
"Ideal" Monkey PD:
The Number 1 problem is that the Markata and Atavi archers kill more of their own Melee Markata than enemy troops. This can be fixed easily. Make PD only Melee Markata. Six of them per point. At 20 PD, they an extra 3 Melee Markata and a Naga King to cast Sermon of Courage and various spells.
At that point, without mages to spam damage spells, any mortal troops will fear the wrath of the Markata!
At 20 PD there are 120 Melee Markata swarming the enemy troops in a vast wave of little monkey death!
[The Melee Markata routing causing everyone else to route isn't a problem because there are only Melee Markata. Thus when they route, well, the army has already routed. But this will be harder than most people think, without Markata arrows and Atavi arrows killing them.]
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