.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #161  
Old October 19th, 2006, 02:28 PM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Patch Improvements

Fever fetish still work on undeads, it's just slower (about 1 gem / 4 turns) because they just have one affliction (the "disease" without effect).
Reply With Quote
  #162  
Old October 19th, 2006, 03:29 PM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: Patch Improvements

I'll try it again. I don't remember how long I left it on him.

If Fever Fetish generates much less than 1/turn, it's probably not worth doing. Have the other generators been nerfed like that too?
Reply With Quote
  #163  
Old October 19th, 2006, 03:42 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Patch Improvements

Quote:
thejeff said:
I'll try it again. I don't remember how long I left it on him.

If Fever Fetish generates much less than 1/turn, it's probably not worth doing. Have the other generators been nerfed like that too?
I understand that the original intention was that these items would be used to produce gems for mages that travel with armies, not to generate income. That is, to lessen micromanagement. Few fever fetishes and few undead commanders (Black Servants?) produce about 1 gem/turn, allowing e.g. Machaka to not worry that much about ferrying gems for their mages. In theory, at least.
Reply With Quote
  #164  
Old October 19th, 2006, 03:48 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Patch Improvements

Quote:
thejeff said:
I'll try it again. I don't remember how long I left it on him.

If Fever Fetish generates much less than 1/turn, it's probably not worth doing. Have the other generators been nerfed like that too?
Clams still produce 1 astral pearl per turn, but are now much harder to manufacture, and cost 50% more than before.
Reply With Quote
  #165  
Old October 19th, 2006, 03:57 PM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: Patch Improvements

Except that you can't put them on the mages, because they get diseased and die.
You can put them on Black Servants to ferry gems along with the mages, but you still have to distribute them every turn, just as you would if you'd just shipped out gens on normal scouts. (Which you have to do anyway for non fire gems.)

I suppose it's still useful in some situations.

The description makes it sound like it should only work on those who actually suffer from disease. I always assumed it working on undead was something of an exploit. Might be the intent though.
Reply With Quote
  #166  
Old October 19th, 2006, 05:31 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Patch Improvements

...so, you should put it on an undead that's already been mangled (ex. was living Twiceborned mage who died of disease)?
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #167  
Old October 19th, 2006, 07:14 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Patch Improvements

Date: 10/19/2006 Main topic updated... I didn't get to add everyones, but it will eventually be done.
Purgatory Section has also been added within the second post.

Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.
__________________
There can be only one.
Reply With Quote
  #168  
Old October 22nd, 2006, 07:54 AM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Patch Improvements

I'd like to see new awakening options in god design (after all we have just 3 choices instead of lots of castles and themes options).

I imagine...
- in a far away plane (no bless effects before awakening)
- dead (need to be called by priests once available for awakening)
- petrified (will never awaken, only ascension (and/or perhaps a special endgame ritual you can't use before many empowerements) can free him, but he can give bless effects if not in a far away plane ; pretenders petrified in a far away plane are considered non-existant by most mortals and always have a base dominion of 1 - to avoid immobile petrified pretenders with dominion 10 and best scales-)

Being dead should give more points if the god is awaken or dormant as you have fewer priests (something like 75/50/25). Being in a far away plane should give more points if the god is imprisoned or petrified, as you have no bless for a far longer time (something like 25/75/100).

Standard dormant and imprisoned pretenders would have a little less points so the new options won't allow to make overpowered end game gods.

With all these options, the complete list of awakening choices would be :

- awake
- dead but awake (75)
- dormant (100)
- dormant in a far away plane (125)
- dead & dormant (150)
- dead & dormant in a far away plane (175)
- imprisoned (200)
- dead & imprisoned (225)
- petrified (250)
- imprisoned in a far away plane (275)
- dead & imprisoned in a far away plane (300)
- petrified in a far away plane (350 = with a 0 point god all good scales +3 with a medium dominion, but you have no use of anything else)
Reply With Quote
  #169  
Old October 22nd, 2006, 02:38 PM

Frostmourne27 Frostmourne27 is offline
Sergeant
 
Join Date: Aug 2005
Posts: 299
Thanks: 0
Thanked 0 Times in 0 Posts
Frostmourne27 is on a distinguished road
Default Re: Patch Improvements

Why exactly should the amount of points you get be generally lowered? It is allready less than in Dom2, why would we make it even lower? Also: would dead pretenders lose one from all magic paths? Also, why are you worried about people taking dominion 10, good scales and being unable to actually take part in real world events? Sort of like real-life gods? (depending on beliefs of course) That would be cool.
__________________
Qui tacet consentit
Reply With Quote
  #170  
Old October 22nd, 2006, 02:41 PM

dirtywick dirtywick is offline
Sergeant
 
Join Date: Oct 2006
Posts: 238
Thanks: 0
Thanked 11 Times in 3 Posts
dirtywick is on a distinguished road
Default Re: Patch Improvements

If you're remote searching, I'd like an option to go to the province where you found the site instead of the commander.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:22 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.