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April 2nd, 2010, 05:39 PM
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by Squirrelloid
99% of the time when i see a combat go to turn 75, its because the last remaining enemy units *couldn't* retreat. (Encased in ice, passed out and unable to get below 100 fatigue due to fatigue causing effects, etc...). Ie, incapacitated.
In the specific case of berzerk, eventually that berzerker rage ends. Generally, berzerkers are exceptionally tired when they come down from their rage. Its not unreasonable to say 'turn 75' is when this happens, and its not a far cry from being incapacitated.
Any other unit should have managed to retreat by turn 75.
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From my experience it's been when the defender could not retreat while the supercombatant was killing the exhausted defenders/crippled defenders. I cannot even recall a battle where exhausted attackers or fleeing attackers were autokilled. As a result the perfectly healthy supercombatant is auto_killed instead of a more realistic solution of auto_retreat so the battle can continue later. Thus we witness an almighty legendary creature killed due to lack of game time!
Ideally the game should provide an instant retreat instead of an instead auto_kill as well as a game setting to adjust the auto_kill game turn. I'm sure many would increase the auto_kill game turn to at least turn_100.
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Last edited by NTJedi; April 2nd, 2010 at 06:02 PM..
Reason: details
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April 2nd, 2010, 08:09 PM
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by Squirrelloid
99% of the time when i see a combat go to turn 75, its because the last remaining enemy units *couldn't* retreat. (Encased in ice, passed out and unable to get below 100 fatigue due to fatigue causing effects, etc...). Ie, incapacitated.
In the specific case of berzerk, eventually that berzerker rage ends. Generally, berzerkers are exceptionally tired when they come down from their rage. Its not unreasonable to say 'turn 75' is when this happens, and its not a far cry from being incapacitated.
Any other unit should have managed to retreat by turn 75.
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From my experience it's been when the defender could not retreat while the supercombatant was killing the exhausted defenders/crippled defenders. I cannot even recall a battle where exhausted attackers or fleeing attackers were autokilled. As a result the perfectly healthy supercombatant is auto_killed instead of a more realistic solution of auto_retreat so the battle can continue later. Thus we witness an almighty legendary creature killed due to lack of game time!
Ideally the game should provide an instant retreat instead of an instead auto_kill as well as a game setting to adjust the auto_kill game turn. I'm sure many would increase the auto_kill game turn to at least turn_100.
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I've already maintained the side that routed should be the one to be auto-killed, so if its defenders who have failed to rout from the field then I agree, the attacker shouldn't be autokilled.
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April 2nd, 2010, 08:22 PM
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Re: Why do my berserk commanders disappear after winning fights
SC's are too powerful. Instead of autokilling on 75, it should be autokill on 50.
We can all repeat our points = ).
But in retrospect, having it be something you could specify at game start would be cool, just given that almost everyone agrees that Tarts are the end-all be-all, I can't see why you would want to do anything to *increase* their power.
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April 6th, 2010, 02:16 PM
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by chrispedersen
SC's are too powerful. Instead of autokilling on 75, it should be autokill on 50.
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It's wrong to leave an unrealistic and auto_kill game function within the game when better measures can be taken to deal with SC's being too powerful.
This can be done if the developers were to add new spells which cause insanity on the target. Each time the target is successfully struck by the spell it adds 3 insanity. Another idea is adding a few new summon creatures which horrormark those which kill it. Another idea is a ritual spell which randomly teleports one commander, mage or SC to a random province. I'm working on a mod which can provide the first two suggestions, but I wish I could mod the autokill of turn75 to something of turn125.
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April 6th, 2010, 02:44 PM
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by NTJedi
I cannot even recall a battle where exhausted attackers or fleeing attackers were autokilled.
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One time a Sacred Statue teleported onto my army and I had some kappas and they dried up and couldn't leave and the Sacred Statue ran out of time before managing to mind-burn them all so it gave up and died.
Quote:
Originally Posted by NTJedi
I wish I could mod the autokill of turn75 to something of turn125.
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That would be cool. Hm it's just a couple of numbers right? Maybe a Dominions developer could confirm for us that it's actually stored in the game program as just a couple of numbers, and then somebody could hunt them down in a hex editor and manually patch them. Probably not though
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April 6th, 2010, 03:41 PM
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by NTJedi
This can be done if the developers were to add new spells which cause insanity on the target. Each time the target is successfully struck by the spell it adds 3 insanity
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I'm working on a mod which can provide the first two suggestions
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How are you doing the insanity spell?
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April 7th, 2010, 09:45 AM
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by chrispedersen
SC's are too powerful. Instead of autokilling on 75, it should be autokill on 50.
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It's wrong to leave an unrealistic and auto_kill game function within the game when better measures can be taken to deal with SC's being too powerful.
This can be done if the developers were to add new spells which cause insanity on the target. Each time the target is successfully struck by the spell it adds 3 insanity. Another idea is adding a few new summon creatures which horrormark those which kill it. Another idea is a ritual spell which randomly teleports one commander, mage or SC to a random province. I'm working on a mod which can provide the first two suggestions, but I wish I could mod the autokill of turn75 to something of turn125.
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I couldn't disagree more. I don't know what *unrealistic* has to do with an imaginary game with blood sacrifice, magic, and unicorns.
While I think your ideas of new spells are great, I would still be opposed to removing the autokill. Have you ever tried killing a properly kitted chayot, grigory, or regenerating sphinx? It can be bloody hard. One of the tactics I *like* to do is to get them to berserk and auto kill them.
I can equally argue that the problem is not the time limits - its wrong to leave unrealistic and autokill SP's!
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April 7th, 2010, 10:30 AM
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by chrispedersen
I couldn't disagree more. I don't know what *unrealistic* has to do with an imaginary game with blood sacrifice, magic, and unicorns.
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It's also a game about land, peasants, government, taxes, religion, and spears. The game is unrealistic and realistic, to great extents both.
People naturally care about consistency, so when a superhero that can survive being trampled by ten elephants during a fire storm gets killed by an invisible clock, dudes are annoyed. People naturally care about drama, so, well, same thing. I think consistency and drama are more relevant here than realism is.
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April 7th, 2010, 11:43 AM
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Re: Why do my berserk commanders disappear after winning fights
I don't know about consistent, in the hard sense everything can be made consistent, but having some sort of realism that you can relate too is important.
I.e. ok, we have unicorns but everything works the way we're used to makes (maybe) a good unicorn game. But we have unicorns so we are unrealistic anyway so humans reproduce through laying eggs and then throwing the eggs into the wastebin and making children the normal way (what, why eggs then? Rule 7-3i of course) and the law of ant-ropy states that the world will be gradually filled by ropes... I'm still wondering if these mushrooms were edible...
It's unrealistic in the first place to have a rout occur exactly on round 50 (that's about 5 minutes of combat) or any other fixed round for that. Quite simply put why would a soldier who is totally uninjured or fatigued and all his comrades are so too suddenly decide to run away and leave his wife and daughter to demon summoners?
There would be better ways to prevent endless battles (icrease fatigue by 5 on round 50, by 10 by round 75 by 15 by round 100 ..., let an SC rout if he's too worn out and not berserk...). Of course the AI taking over after round 5 and SCs being so strong would be even more of a problem but then you change that...
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April 7th, 2010, 10:58 AM
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Corporal
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by chrispedersen
Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by chrispedersen
SC's are too powerful. Instead of autokilling on 75, it should be autokill on 50.
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It's wrong to leave an unrealistic and auto_kill game function within the game when better measures can be taken to deal with SC's being too powerful.
This can be done if the developers were to add new spells which cause insanity on the target. Each time the target is successfully struck by the spell it adds 3 insanity. Another idea is adding a few new summon creatures which horrormark those which kill it. Another idea is a ritual spell which randomly teleports one commander, mage or SC to a random province. I'm working on a mod which can provide the first two suggestions, but I wish I could mod the autokill of turn75 to something of turn125.
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I couldn't disagree more. I don't know what *unrealistic* has to do with an imaginary game with blood sacrifice, magic, and unicorns.
While I think your ideas of new spells are great, I would still be opposed to removing the autokill. Have you ever tried killing a properly kitted chayot, grigory, or regenerating sphinx? It can be bloody hard. One of the tactics I *like* to do is to get them to berserk and auto kill them.
I can equally argue that the problem is not the time limits - its wrong to leave unrealistic and autokill SP's!
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If logical consistency doesn't matter in a game, why don't we make it so that the army that routs first always wins the battle, more powerful spells cost less gems, and building temples decrease your dominion?
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