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June 9th, 2008, 10:40 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Next patch
Wow, look at the latest entry in the dev log:
8th june
* Modding: Fixed problem with disappearing magic abilities when enabling many mods.
* Increased maximum number of messages (for huge games).
* Increased maximum number of commanders and units (for huge games).
All items are extremely welcome. I wonder whether the third item will allow nations such as Pangaea and LA Ermor to participate in huge games.
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June 9th, 2008, 12:16 PM
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Corporal
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Join Date: Feb 2008
Posts: 150
Thanks: 0
Thanked 10 Times in 9 Posts
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Re: Next patch
Can we get an increase to the lab size, please?
Parking your equipment on researchers is just annoying micromanagement.
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June 9th, 2008, 12:22 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Next patch
That's annoying, but that won't stop you from playing.
Personally, I'm most worried about the spellmodding limits.
1) There are only 100 or so slots for new modded spells and spell descriptions.
2) You can't give #onebattlespell links to modded spells, because you can't use names and the modded spells' ID numbers change depending on the order the mods were enabled in.
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June 9th, 2008, 12:56 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Next patch
fantasma:
We would first know if lab space should be biggeer. Of course it would be easier to manage but KO may treat small lab as a way to limit forging. We need at least counter of items we are forging and free spaces. I have forged over 50 items many many times.
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June 9th, 2008, 02:09 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Next patch
Fix the battlefield overload bug. It was fixed once and then broke again in the next patch.
Clams should not be subject to the don't-work-together rule. A commander with two clams should make two pearls/turn.
I would like to see items similar to clams for all gems, although I don't think there should be a version for blood slaves.
A variety of tough summons that are not limited-quantity. We have Tartanians on Death, every other path should get something similar.
Repeat build queues.
When a scout is discovered there should be a "goto province" button. I don't give a hoot about the battle, I just want to know where I lost the eye.
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June 9th, 2008, 02:19 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Next patch
Why not a version for blood slaves? It would be a cursed item, like the Soul Contract, but it's the Teen Modeling Contract. >.>
But I agree with the basic concept, it would be nice to have ways to augment gem incomes, especially when you didn't find what you were hoping for. Of course they ultimately become a bit abusable like the clams, so it's kind of complicated. I guess my thought is if clams are going to stay, others should be added, else, make clams just as inconvenient as the Ruby Eye, and Blood Stones.
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June 9th, 2008, 02:28 PM
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Sergeant
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Join Date: Apr 2004
Location: Forlì, Italy
Posts: 322
Thanks: 15
Thanked 0 Times in 0 Posts
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Re: Next patch
One thing I'd like to see in the next patch (along with bug killing) is some polishing over the "old" nations. The later nations are much more polished and well worked, not saying the old ones are lacking, but confronting to the latter ones try are a little less "deep".
Ah, and spell blacklist, I forgot.
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June 9th, 2008, 02:53 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Next patch
Quote:
WraithLord said:
* Increased maximum number of commanders and units (for huge games).
All items are extremely welcome. I wonder whether the third item will allow nations such as Pangaea and LA Ermor to participate in huge games.
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Definitely very happy to see the maximum number of commanders and units increased!! This is terrific news!
__________________
There can be only one.
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June 9th, 2008, 10:59 PM
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First Lieutenant
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Join Date: Sep 2004
Location: N. California
Posts: 624
Thanks: 7
Thanked 29 Times in 3 Posts
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Re: Next patch
@Loren- many many games already use a mod to nerf Clams and other gem items, adding more types of them would be met with howls of outrage (not from me though).
I would like to see gem items not benefit from forge bonuses so that people would lay off the nerf mods.
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June 10th, 2008, 12:19 AM
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Second Lieutenant
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Join Date: Nov 2007
Location: Australia
Posts: 410
Thanks: 2
Thanked 1 Time in 1 Post
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Re: Next patch
I think its fair to say that while we love new nations, new spells and those annoying bugs fixed, we'd also like to see aspects of the core game fixed to improve the quality of our MP games. For example:
- removing or tweak exploitable spells/game mechanics;
- address significant imbalances between some nations - ie add more specialist content to the very worst ones, nerf the ones normally excluded from games for freespawn/being too good - ie LA ermor and ryleh (?);
- review and incorporate some of the CB mod aspects - spell levels, resource costs, troops stats, pretender design.
This will make our MP games better and keep us coming back.
I thank the devs for responding to some of these with the latest patch or two that I've been around for (eg LA Abysian improvements).
It worries me that some experienced players will simply not play a vanilla game in favour of CB mod games - this is surely indicative of a set of well-recognised imbalances that should be addressed for the community to retain senior members.
Starcraft was tweaked over time to make it into a Korean national sport, why shouldn't Dom3? Maybe we can claim a country too?
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