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

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  #1  
Old June 6th, 2012, 11:55 AM

decourcy decourcy is offline
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Default Re: Conceptual Balance Mod v1.92

This was year 2 on a small map, i simply did not have any of these things.

Ghost wolves is a good idea i should have thought of that, thanks.

I did try splitting slingers into 17 groups of 6 vs 30 throwers. That worked, Tir won, but this games worst point is the micromanagement, this tactic just makes it worse, and i simply have no interest in micromanaging myself to death to win a gamey battle.

Boulders do 1 damage on their own, i had no idea what boulder effect meant, but 8 damage you say. The kills come because it hits every unit in my square, 8 points each.

I had actually fiddled around with an earth 9 bless pre-game, it certainly helps both the Tuatha and Sidhe lords and Ri, but it did not seem like enough to justify it's cost. Out smarted myself there, it would have stopped the boulder damage.

thanks for all of the ideas, but i talked with my 2 friends who also play dom3 and they also feel that CBM is poorly balanced, so we are going back to vanilla.
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Old June 6th, 2012, 01:41 PM
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Amhazair Amhazair is offline
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Default Re: Conceptual Balance Mod v1.92

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Originally Posted by decourcy View Post
[...] but this games worst point is the micromanagement, this tactic just makes it worse, and i simply have no interest in micromanaging myself to death to win a gamey battle.
While I (and most everyone) agree that the micro is the great downside of this game I'm afraid that if you're not willing to put the 'work' in and finetune your battlefield placement and scripting to gain the biggest possible benefit from it you'll allways be at a disadvantage against someone who does, regardless of which units are brought to the table. There's just too many little tricks you can get an advantage from.

I have no opinion about the boulder throwers themselves since I have never used nor faced them, in vanilla nor CBM, but it seems to me that if careful use of a basic units like slingers solves your problem with them there isn't much to worry about, no? In any event a balance mod like CBM shouldn't be concerned about what the results are if you take "blob of unit A" and "Blob of unit B" and throw them at each other, but instead about what happens when you try to counter something the best way you know how.

Also I know I'm simplifying your argument to the absolute bare bones, just wanted to get my point across. As said, no opinion on the hurlers themselves.
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Old June 6th, 2012, 01:56 PM

decourcy decourcy is offline
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Default Re: Conceptual Balance Mod v1.92

I understand your point and blah blah blah, and don't get me wrong i am attempting to fine tune placements and orders and what not. But, when it comes down to it, i play games to have fun, and creating 17 groups of 6 slingers to have a chance against Agartha grenade throwers, that rapidly turns into not fun. If you have to be anal retentive and obsessive compulsive to enjoy this game, maybe it is not for me.

Llamabeast, you missed all of my points. I did not say that grenade throwers are better than Niefels, i said for the price they are better. Later in the game killing the grenade throwers is do-able, but as an early game rush Agartha can send out 4 or 5 grenade throwers for every 1 Niefel.

I have found that i can play BOTH sides SP, 2 player game, and do better with EA Agartha than EA Niefel in CBM. Um, to clarify, 2 player Tir vs Agartha, and then 2 player Tir vs Niefel.

In an early age fight between Agartha and Niefel in CBM, as Agartha i would have earth 6-9 and air 3 or so, maybe some nature for regen. In the early game if Niefel rushes you with frost giants it is going to be one fairly small group. Use your pretender in battle to cast wind guide and retreat. Use 3 small waves of glaive wielding pale ones to weaken and slow the Niefels, your fairly large number of rock throwers with wind guide go to town on the Niefels and you win.

Later in the game Niefels are even less of a threat to Agartha as you are using golems and undead against them. And any EA Agartha player that does not take heat 1 is an idiot.

So, yeah, i think FOR THE PRICE, niefels are not as good as grenade throwers in CBM
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Old June 6th, 2012, 03:40 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod v1.92

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Originally Posted by decourcy View Post
I understand your point and blah blah blah, and don't get me wrong i am attempting to fine tune placements and orders and what not. But, when it comes down to it, i play games to have fun, and creating 17 groups of 6 slingers to have a chance against Agartha grenade throwers, that rapidly turns into not fun. If you have to be anal retentive and obsessive compulsive to enjoy this game, maybe it is not for me.
To enjoy the game, no; to do well in MP, yes. You can play SP and not have to deal with any of that or perhaps even play against like-minded human opponents but Amhazair summed it up perfectly: if you aren't willing to fine tune your placement/scripting you will be at a disadvantage against players who do, regardless of whether you play vanilla, CBM, or another mod.
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