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December 1st, 2007, 09:26 PM
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Corporal
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Join Date: Jun 2007
Posts: 181
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Re: About caves and darkness
This sounds like a thing for Dominions 4 - Since total darkness is to serious but some effect would be nice - specificly light effects that can be carried around or cast/thrown.
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December 1st, 2007, 09:48 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: About caves and darkness
How well would Yomi/Lanka demons do in cave Darkness? They're 100% effective when the Darkness spell is active. Is it the same effect? I think I saw the Darkness BE icon when I stormed a cave castle in the Dawn of Dominions map. But that was a while ago so there's a good chance I could be mistaken.
LA Rlyeh also has 100% DV units, and LA Ermor should be fine. An MA Ermor going heavy Shadow vestals would also be effective.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 1st, 2007, 11:06 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: About caves and darkness
All immunity to darkness from being demons, blind, undead, darkvision etc would work. Partial dv would actually work pretty well too, it would be a big advantage over units with no dv at all, though demons and undead would cause trouble.
I don't know why people would want to resist this. None of the default maps even use caves to my knowledge and this is listed as a bug, Illwinter have said they've fixed it/want to fix it a couple of times.
Really this is more for user created maps than anything else, because only mappers actually use caves and they are very rarely extensive.
I haven't seen darkness autocast by any of the forts that are supposed to (though I haven't tested) or cave provinces. It should certainly be cast by all of them.
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December 1st, 2007, 11:37 PM
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Second Lieutenant
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Join Date: Oct 2004
Location: Tucson Az
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Re: About caves and darkness
For Agartha at least their cave homes do have inherent darkness (check non darkvision units stats in battles) but it doesn't come as a cast spell effect. I.E. you won't see anything casting darkness but it is there.
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December 1st, 2007, 11:48 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: About caves and darkness
Is that just during storming the castle? Or is it any battle in the province?
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 2nd, 2007, 12:36 AM
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BANNED USER
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Join Date: Feb 2007
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Re: About caves and darkness
Just storming the castle.
Does the darkness spell icon show up when that happens?
I didn't notice any darkness effect when I stormed MA Abysia's cap fort.
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December 2nd, 2007, 10:11 AM
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Captain
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Join Date: Sep 2004
Location: France
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Re: About caves and darkness
Iirc only when storming (which is logical considering cave forts can be built out of cave provinces) but not sure.
About maps with caves, I prefer fantasy worlds with an underworld so an high number of caves, and it's why I hope such maps (like the two I've made World of Geometry and Oeridia, but I hope other mapmakers will make some) won't end with big balance issues (I also like fantasy worlds where humans know how to carry a torch, and all serious mages learn the cantrip light spell).
Anyway, if a #darkvision command is simply added for modders (iirc already announced in a thread someone asked for) or even with some copystats (but there are some issues with the units actually having darkvision always having unwanted other stats) -or better a darkvision effect for buff spells / battle enchant (not announced but why not)- I think there will be no problem to make a mod to balance maps even with a huge number of (dark) caves if people want to - it would just reduce a little the power of darkness spell (or let some nations suffer in full dark if people prefer). So I won't argue more over this (eventual) issue.
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