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  #181  
Old October 23rd, 2006, 01:59 PM
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Default Re: Patch Improvements

Diabs seemed to suffer more than the average mage from my experience.
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  #182  
Old October 23rd, 2006, 02:15 PM
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Default Re: Patch Improvements

Quote:
Nerfix said:
It's an unappealing senseless mishmash, a lazy cop-out. That's whats wrong with it.
I see. So what would you do to make them at least as powerful as they currently are without offending your sensibilities about what combination of mages they should have?

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And the Diabolists who have enough magic to actually to do something are too old to do anything before they die in most of cases.
Even if you recruit them in the winter, where age related afflictions happen, and you are unlucky enough to get them diseased, you still get ten turns out of them.
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  #183  
Old October 23rd, 2006, 02:37 PM
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Default Re: Patch Improvements

Depends really on whether we want a Sailing Marignon or a Diabolic Marignon.
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  #184  
Old October 23rd, 2006, 03:17 PM

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Default Re: Patch Improvements

In the main screen we can see the items leaders have with them (in reduced graphics) - and this is INCREDIBLY helpful to noobies like myself.

I WISH these items were also shown in the Army Setup screen - I am constantly having to right-click on commanders in the army setup screen to recall what goodies they have.

Any chance this could be put into the patch? Seems like it would be a simple fix.

Thanks!
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  #185  
Old October 23rd, 2006, 07:09 PM
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Default Re: Patch Improvements

Quote:
Nerfix said:
Depends really on whether we want a Sailing Marignon or a Diabolic Marignon.
Either way, it'd be nice if their troops reflected the theme, rather than being the same as middle era Marignon, minus knights.
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  #186  
Old October 23rd, 2006, 07:56 PM

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Default Re: Patch Improvements

Topic has gone a bit off since my last post, but I'd like to respond to Twan. If the concern with dual bless imprisonned gods of death and destruction playing as early era vanheim is that a single F9/W9 blessed vanir can solo independant strength 9, then FIX THE BLESSES! F9/W9 isn't great on say Marverni, although it's ok, or on any other race with weak sacreds, or to a lesser extent on races without non-capitol only sacreds. F9W9 early era T'ien Chi is not totally rigged, Warrior of the Five Elements can be shot, and are capitol only. It's units like van that are the problem. Ask yourself this: If I had a Fire 9 Water 9 bless, would I buy a helhirding for 150 gold? Honestly, they are probably worth that much. Well, atleast 100. If they couldn't be mass produced, they would dominate quite so much. Simply nerfing the points from imprissonned to counter the blessing issue isn't the answer. It may solve the problem, but it hurtsthe few people who might want to take an imprissoned god for reasons other than a bless. What if water nine game a minor chill effect instead of quickness? And fire gave a minor heat? Less characterful, and less fun, but it actually fixes the bless problem, as opposed to making the bless less practical.
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  #187  
Old October 23rd, 2006, 08:03 PM
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Default Re: Patch Improvements

I'd rather see Vans and Hels getting fixed. I'd say that even those EA Vanir/Hel infantry would win against every infantry unit of any age with possibly the exception of Niefel Giants on a battle with equal numbers.

It doesn't get any simpler. Glamour is overpowered. It's super stealth and superb combat bonus rolled into one.

The units with Glamour either need a cost increase or then Glamour needs to be reduced in power.

There are also some other units which are tremendous with the right blesses but have some weaknes. Jag Warriors can be shot unless they have an Air bless and I've seen SLINGERS pierce a low-level air shield. Eagle Warriors can get slain in the riposte that follows the round after their flying attack. Warriors of the Five Elements are glass cannons, excpet in spring, and are vulnerable to missiles. Burning Ones have encumberance and defence problems. Niefels can get ganced, though it isn't easy to pull off. And so on.
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  #188  
Old October 24th, 2006, 06:19 AM
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Default Re: Patch Improvements

At least for the Helhirdlings, the fact that they appear twice in the unit list of Helheim in the capital suggests that they were supposed to be capital-only, like the Walkyries. What makes them so efficient is that they can be produced in any fortress; take that away, and I guess they'd only be real bad on small maps (though I have exactly zero experience with Dom3 MP, so...)
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  #189  
Old October 24th, 2006, 06:25 AM
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Default Re: Patch Improvements

I've beaten Ermorian armies a bit under THRICE the size of my forces with F9 Vanheres and two commanders shooting lightning bolts and one in melee. I've beat Sauromatian armies of 70 units made out of their comp bow cavalry and bowmen with 16 Vanheres and 18 of those axemen. And so on.
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  #190  
Old October 24th, 2006, 10:14 AM

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Default Re: Patch Improvements

I agree with the following;

2) Random Computer Allies Option

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5) Improve AI Opponents Bidding on Mercenaries

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6) New Troop Orders

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8) Battle reports from Storming Castles

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9) Grey-Out forging items which lack the resources

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12) Have non-death AI nations avoid death scales

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13) Provide wrap-around option for randomly generated maps.

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14) Improved Monthly cast search spells.

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16) Function to allow the disabling of specific combat spells.

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17) Add a commander repeat previous commands

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18) Mouse-scroll and scroll-wheel zoom on the battle map.

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19) Ability to "page" through unit statistics within a squad.

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24) New battle command for archers: Fire and Reserve
Archers would fire for three rounds and then assume stay behind troops order.

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31) Provide more information for commanders which have been snatched away via spells or succubus.

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34) Allow archers to avoid targets which are near friendly melee troops.

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43) Blessing not working or Blessing penalty until pretender gets free. Provides balance for the imprisonned/asleep pretender with blessing paths.

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44) Allow alt-tab to keep graphics stable.

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I am against;

15) Have fleeing units stay in the province if the owner of the fleeing units is victorious.

38) Increase pts reward for imprisoned pretenders.


I don't care one way or another on the rest.

Sammual
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