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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old June 10th, 2009, 02:28 AM
Wrana's Avatar

Wrana Wrana is offline
Major
 
Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
Wrana is on a distinguished road
Default Re: an idea to reduce turtling

I'd say it has more than a few issues. At least one was already mentioned - there are nations which have a strong research and weaker troops. Plus, different paths require a different research level to really affect game. I think you are offering solution to an absent problem - if you don't want to turtle up - play a bless rush nation. Of course, you may be mowed down when your opponents complete a neccessary research - but that's the game. It doesn't consist of tank rushes... :P
Reply With Quote
  #2  
Old June 10th, 2009, 02:43 AM

Dragar Dragar is offline
First Lieutenant
 
Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
Dragar is on a distinguished road
Default Re: an idea to reduce turtling

Surely this would favour the strong early game nations even more?

To be honest I'm not really aware of much turtling in this game. Winners almost always have powerful starts and expand aggresively
Reply With Quote
  #3  
Old June 10th, 2009, 06:11 PM

Illuminated One Illuminated One is offline
First Lieutenant
 
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
Illuminated One is on a distinguished road
Default Re: an idea to reduce turtling

Well, I like the idea of not having the mages do the research.
I like the idea of giving the map more points of strategic interest for the late game, too, but those will be around early on also and just another bonus for the bless rushers.
How about giving each nation a shapechanging unrecruitable researcher instead of the starting scout. Different shapes produce different research but need different upkeep?
Reply With Quote
  #4  
Old June 10th, 2009, 02:49 AM

Dragar Dragar is offline
First Lieutenant
 
Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
Dragar is on a distinguished road
Default Re: an idea to reduce turtling

Surely this would favour the strong early game nations even more?

To be honest I'm not really aware of much turtling in this game. Winners almost always have powerful starts and expand aggresively
Reply With Quote
  #5  
Old June 10th, 2009, 06:29 AM
Humakty's Avatar

Humakty Humakty is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
Humakty is on a distinguished road
Default Re: an idea to reduce turtling

As far as I know, you'd have to modify each mage separately, be it national or indep, plus create new researcher unit. Good luck Jim, this mission, if you accept it....

I do think too it would entirely screw many nations. And make others totally ubber, like Nielfelheim, as they don't normally have access to cost worthy researchers. Maybe make one researcher per nation to keep the balance.
__________________
10 times more numerous, by nigth and backstabbing.

Senior member of the GLIN !
Reply With Quote
  #6  
Old June 10th, 2009, 06:45 AM

Fate Fate is offline
Sergeant
 
Join Date: Aug 2005
Posts: 286
Thanks: 8
Thanked 9 Times in 7 Posts
Fate is on a distinguished road
Default Re: an idea to reduce turtling

The research difference would be simple to maintain. Just make a different research unit for each side with more or less research.

A more difficult consideration is the cap-only-ness. For some nations this is not a problem, but for nations with lots of cap-only recruits you are still forced to decide between research and deploying units, ony this time you have a unit that can ONLY research vs a unit that can ONLY fight. I think it would unfairly disadvantage them.

I would suggest editing it in as an auto-summon or a summon-allies.

I encourage you to look at modding. Making such a research summon (or adding it as an ability to every pretender) shouldn't be that hard. The hard part is going through the DB and giving an RP malus to all the mages out there (I suggest getting EDI's excellent DB for this).
Reply With Quote
  #7  
Old June 10th, 2009, 10:00 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: an idea to reduce turtling

Quote:
Originally Posted by Fate View Post
I encourage you to look at modding. Making such a research summon (or adding it as an ability to every pretender) shouldn't be that hard. The hard part is going through the DB and giving an RP malus to all the mages out there (I suggest getting EDI's excellent DB for this).
Actually this is the easiest part. Takes about 10 minutes.

A) Find someone who can use perl (or some other coding ****, I don't really know about those)

B) Have the said guy generate you a mod that gives researchmalus -50 to all dom3units.

Actually, Lch did me one a couple days back. According to IrC log, it took him under 20 minutes to do it.
Reply With Quote
  #8  
Old June 10th, 2009, 08:04 AM
Humakty's Avatar

Humakty Humakty is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
Humakty is on a distinguished road
Default Re: an idea to reduce turtling

The original plan was to turn around the cap only stuff by making them recruitable in a prov next to the capital, which would require map modding.

The whole idea still seems to me like loads of pain for small benefits...(if any)
__________________
10 times more numerous, by nigth and backstabbing.

Senior member of the GLIN !
Reply With Quote
  #9  
Old June 10th, 2009, 08:32 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: an idea to reduce turtling

You can't summon allies commanders. I already outlined how to do all of this stuff that's being discussed in IRC and can't really be bothered to repeat it here. Suffice to say - start with F1H7 unit, he can cast a spell that summons whatever researcher unit. If someone wants to do it, it's all doable with current mod commands. It's just a matter of deciding exactly what you want to do and actually committing to do it. I (or any other modder, really) can tell you /how/ once that's decided.

So stop worrying about the exact method.
Reply With Quote
  #10  
Old June 10th, 2009, 11:01 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: an idea to reduce turtling

Yeah, would only take a few minutes.

Everyone should learn Perl.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
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 10:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.