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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old July 14th, 2009, 03:25 AM
Squirrelloid Squirrelloid is offline
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Default Re: Balance Mod No Generators

Quote:
Originally Posted by hEad View Post
Quote:
Originally Posted by chrispedersen View Post
Actually, illuminated, I think that is a compelling answer for why fever fetishes ought to be nerfed as well.
I am not sure why there is even a problem with clams, stones etc? Why is there a beef with their inclusion in the game?
I think the complaint stems from two sources:
1) they make the endgame even stupider than it would be otherwise.
2) the micromanagement they force upon one to compete is obscene.

#2 could have been solved by a better interface. (Like, I dunno, a button or command which told the game to move all gems at a location from commanders to the lab)

#1 can only be solved by removing or making unique the items.

I have not experienced #1. I have experienced #2 and I must say I loathe gem generation items because of micromanagement, while at the same time I feel compelled to use them because of how ridiculously disproportionate the power they provide is.
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