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March 9th, 2008, 04:53 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: Vanilla Summon Costs
Quote:
Dedas said:
Yes, that is what I've always thought. All the serpent/drake spells for example - pure crap. Do anyone ever use them (besides from SP). Even the spell that is intended to strengthen them is bad (dragon master). I mean lv8 and 30 gems to get "not one but three" of them. What is up with that?
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I think you would be surprised to know how efficient may fire drakes be with demonbreds, elementals and army support in early Abysian rush (approx. turn 8-10). I know only a few nations that can survive this rush without serious preparations.
The real problem is that the drakes need to be scripted and positioned properly as they tend to ignore the "fire" order if they may attack. Probably they believe they can bite any enemy to death 
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March 9th, 2008, 06:10 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Vanilla Summon Costs
Yes, but those are recruit able for EA Abysia. I use them as well.
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March 9th, 2008, 06:19 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Vanilla Summon Costs
Dedas, Fire Drake != Salamander...
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March 9th, 2008, 08:03 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Vanilla Summon Costs
I've always stayed away from CBM as I enjoy knowledge, and learning the inner workings of Dominions is difficult enough on it's own, and close to impossible with a completely seperate second set of laws (units/spells/changes/etc) in CBM.
However, I'm not opposed to change in the vanilla game, and I'm a big fan of the patches, so I vote yes in support of updating some summons. (Even if it slows down the development of another new nation)
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March 9th, 2008, 09:20 PM
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Sergeant
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Join Date: Dec 2006
Location: Australia
Posts: 202
Thanks: 98
Thanked 1 Time in 1 Post
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Re: Vanilla Summon Costs
Yes, it seems strange that everything has been upscaled from Dom 2 to Dom 3 but some summons have not been tweaked. A lot of them are very inefficient and just clogging up the spell book.
I am sure just stealing a few balance ideas from CBM would make the game more enjoyable since more valid choices are available.
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March 10th, 2008, 09:37 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Vanilla Summon Costs
Quote:
Saulot said:
I've always stayed away from CBM as I enjoy knowledge, and learning the inner workings of Dominions is difficult enough on it's own, and close to impossible with a completely seperate second set of laws (units/spells/changes/etc) in CBM.
However, I'm not opposed to change in the vanilla game, and I'm a big fan of the patches, so I vote yes in support of updating some summons. (Even if it slows down the development of another new nation)
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For me the problem is, if many big changes are made, be it in CBM or vanilla game, the manual become obsolete and I like to use it a lot.
I think I wouldn't mind to play with CBM or an heavily changed vanilla game with a printable copy of the manual's spells/items charts with all the changes.
But having to look the manual + a changelog text elsewhere, or ingame for each spell if it's changed made me stay away from CBM (or would make me dislike a vanilla game with dozens of spell changes as well).
ps : or I'd like a simple to keep in mind generic change for all the spells in the category like "all pure troops summons have now number of effects increased by mage power" or "all animal summons number of effects are doubled" , something like that
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March 10th, 2008, 01:06 PM
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First Lieutenant
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Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
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Re: Vanilla Summon Costs
Just because something is inefficient doesn't mean it needs to be corrected. As was initially noted, desperation can make these spells useful, so they are still achieving a function.
Balance also goes to a much wider scope than a few individual spells. If you made lots of these vanilla summons much cheaper, you could potentially alter the balance of the game considerably.
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March 10th, 2008, 01:46 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Vanilla Summon Costs
Quote:
Agema said:
Just because something is inefficient doesn't mean it needs to be corrected. As was initially noted, desperation can make these spells useful, so they are still achieving a function.
Balance also goes to a much wider scope than a few individual spells. If you made lots of these vanilla summons much cheaper, you could potentially alter the balance of the game considerably.
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Yeah, people might actually /use them/.
Jazzepi
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March 10th, 2008, 02:56 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
Thanks: 0
Thanked 15 Times in 4 Posts
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Re: Vanilla Summon Costs
Part of the problem with nature summons is that many of them work only against living enemies. Spirits of the woods and their awe. Lots of venomous creatures can't harm undead, constructs, and (if I remember correctly) many demons. Nature summons are good mostly against other nature summons (or at least living creatures).
I've just cast Creeping Doom. Pathetic ! 2 gems to stall 30 barbarians. They didn't even manage to deal 1 (1!) damage to barbarians. They are supposed to have weak poison. Creeping Doom looks like a very situational spell. It might be better than Swarm against certain enemies, but it's hard to come up with an example. It's much higher in the research tree and requires NNN to cast.
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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March 10th, 2008, 02:41 AM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Vanilla Summon Costs
Quote:
Edi said:
Dedas, Fire Drake != Salamander...
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Ops, got them mixed up.
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