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  #211  
Old November 4th, 2006, 12:02 AM
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Default Re: Patch Improvements


Some changes / options on global slots would definately be nice, especially since some themes like Carrion Woods are now globals.
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  #212  
Old November 4th, 2006, 12:13 AM
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Default Re: Patch Improvements


Could we please get some sort of normalization of home provinces, at least as an option? IE, something to minimize the effect of the number and quality of neighboring provinces, so that lucky/unlucky determination of neighbors doesn't supercharge/screw a player.

Example of why this would be nice : in a current game, I went with a strategy involving capitol-only sacred troops. Accordingly, I took a starting dominion of 7, to maximize how many I could recruit. But with only 3 neighbors, all of which are exceptionally crappy (total population, less than 14,0000, total resources 38) I wind up with my home province, even with the 50 admin fortification almost everyone starts with, having a grand total of _88_ resources. As far as recruiting / using those sacred units, I might as well have taken a starting dominion of 2 or 3.

So - something that said, "OK, every capitol should be able to pull in 200 resources (modified by productivity/sloth) after capturing all neighboring provinces" would be a huge equalizer - if said province has 10 neighbors, each neighbor gives 1/10th of 200. If there's only 2 neighbors, each gives 1/2 of 200.
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  #213  
Old November 4th, 2006, 12:18 AM
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Default Re: Patch Improvements, Home provinces

Edit : Double Post
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  #214  
Old November 4th, 2006, 12:28 AM
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Default Re: Patch Improvements, Home provinces

There are maps that are balanced so that a games outcome can be more assured to be strategy rather than luck.
I recommend Fourmaggedon
http://www.shrapnelcommunity.com/thr...=6&o=7&fpart=1
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  #215  
Old November 4th, 2006, 01:15 AM
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Default Re: Patch Improvements, Home provinces

I think a map command #nostartif (a number) would be a good idea (making nostart all provinces with fewer than x neighbours). Many mappers have tried to solve the problem with manual nostarts, but in most cases some provinces are forgoten, making the balance worse for the unlucky starting there.

If you want maps with good start locations I've made a map file with 4 neighbours mini for Glory MP, and for cradle the last map file for dom 2 should be used, instead of the one given with dom3.
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  #216  
Old November 4th, 2006, 01:20 AM

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Default Re: Patch Improvements, Home provinces

I'd like to see Rejuvenate remove afflictions when you get below the old age threshold.
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  #217  
Old November 4th, 2006, 02:38 AM
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Default Re: Patch Improvements

Quote:
Cainehill said:

Some changes / options on global slots would definitely be nice, especially since some themes like Carrion Woods are now globals.
I'd suggest a separate pool for these "national globals" that does not require them to compete with the globals as we knew them in Dom2, or with each other. That is, the national globals should be Dispell-able but should not have to worry about getting overwritten by globals (either of the "old school" or the new variety).
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  #218  
Old November 4th, 2006, 02:40 AM
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Default Re: Patch Improvements

I really like the idea of having those spells sit separately from other global spells. As it stands, five globals seems like nowhere near enough for 21 separate nations.
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  #219  
Old November 4th, 2006, 02:53 AM
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Default Re: Patch Improvements

I also like it.
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  #220  
Old November 5th, 2006, 10:54 AM

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Default Re: Patch Improvements

Nation pool for AI nations

Instead of completey random nations, allow us to 'enable' or 'disable' nations for the AI. This would make it possible to disallow water nations or AI-unfriendly nations like Mictlan, while still having the surprise to find out which specific nation is selected.

E.g.:

- Choose 'random' for AI nation
- A window appears with the nations listed
- By clicking you switch between greyed-out (not in pool) and normal (in pool)
- AI randomly selects one of the enabled nations
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