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Old June 27th, 2010, 07:21 AM

Amadamus Amadamus is offline
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Default Re: Spells that arguably break the game

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Originally Posted by Gandalf Parker View Post
Its not my choice. But as I understand it, they get tired of late-game always being decided by who has the strongest magic. There are some people who really enjoy the early game (explore, expand). And some who really like mid-game of armies meeting armies. I have no problem with people setting up such a game on a larger scale to extend those anymore than I would with no-diplomacy, not having certain nations in the game, or any game changing mod.

As long as its not considered as a permanent change to the entire game then its no problem. Variation in individual games = good. But "fixing" the game in a way that knocks out someone elses variation options = bad. IMHO of course.
I think that is it... where the 'preference' lies in the context of the conflict. I like the thug / SC / Army component of the game (at this point) i guess. Deciding the out come of a conflict by spells that deliver very real results for very little effort isn't clicking with me yet.

I'm going to try my hand at modding a set up such as this and see what happens. I don't think its so much a case of removing the capacity for nations to use powers such as this, it would be to look at the means in which they are able to affect it.

EG, remote assasin spells could be replaced by actual summon spells providing Assasin units...

Rain of toads replaced by an item - muchlike the bane venom charm

Gem gem globals replaced by a unique summons maybe, providing the same gem outputs but providing misfortune or death or reduce dominion as a consequence...

Yep Gandalf, it was important that i snuck arguably in there becasue it is simply that. At this point my premise has become, that, whilst it is important to retain the capacities these spells provide the player interms of drawing games to a conclusion, the means in which they (spells) are able to be brought to bear on an opponent is perhaps too easy and of consequence, significant damage can be done with minimal effort, which in my mind undermines the strategy and tactics of the game.
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Old June 29th, 2010, 10:32 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Spells that arguably break the game

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Originally Posted by Amadamus View Post
Yep Gandalf, it was important that i snuck arguably in there becasue it is simply that. At this point my premise has become, that, whilst it is important to retain the capacities these spells provide the player interms of drawing games to a conclusion, the means in which they (spells) are able to be brought to bear on an opponent is perhaps too easy and of consequence, significant damage can be done with minimal effort, which in my mind undermines the strategy and tactics of the game.
I find your ideas for modding the game to be very interesting.
I will offer some pros/cons however. Not on the specifics but on the general mod.

To change the way something is done in the game creates an effect curve IMHO. The more a mod becomes "you have to learn how to play the game this new way" the more difficult it is to get into. Its easier to remove them entirely and just set aside those strategies for a few games than to try and create another faction of heavily modded Dom3 followers.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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