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  #231  
Old July 6th, 2007, 06:17 PM
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Default Re: YAY UPDATE!

That sling is the property of Lugh. You will not have access to it

Unless you mod that is.
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  #232  
Old July 6th, 2007, 06:22 PM
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Default Re: YAY UPDATE!

Since I'm quite fond of it I'd better post an example.

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  #233  
Old July 6th, 2007, 06:40 PM
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Default Re: YAY UPDATE!

kool update

two thumbs up... or should I say five heads up. lol
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  #234  
Old July 6th, 2007, 09:27 PM

Jerusaleman Jerusaleman is offline
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Default Re: YAY UPDATE!

hello all.

I'm brand new to the forum, and I signed up because the fellow (Psientist) who introduced me to Dom 3 and I were having a discussion about "the Next Dom", and that seems to fit this thread!

What makes this game to me is the historical/mythological tributes (and their Accuracy!). Congratulations to everyone who has helped make that so!

In the spirit of that endevour, I have this to offer as a result of the pre-mentioned discussion:

Right now, you can offer gold, gems and magic items to help cement an alliance. But, you cannot truly "ALLY" with another. It is your army or his in the oppositions' province.

Perhaps Some sort of way to attach a commander with his army to another pretender's fighting force (and detach them again later!) would be an interesting evolution?

On that same line: History is rife with examples of Alliances cemented by Blood. Not the crude cutting of a hand, but the "trading" or marrying of loved ones and relatives. Indeed, that was the basis for the entire "fuedal" concept! Perhaps there would be a way to include another option, alongside "send gems/send gold" to "Send commander".

History has many examples of forms of this, including Rome's Flavius Aetius; Transylvania's Vlad the Impaler; England's Henry the Great's ill-fated wives; And the policies of Japan's Tokoguwa Shogunate (to name only a few!). Hostages could then even go to war for thier "keepers", or simply be detained.

Either way, the options this would open up diplomatically, strategically, tactically and insofar as betrayal or "insider knowledge" would be fantastic.

And that, as an addition to an already exceptional and outstanding game.
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  #235  
Old July 6th, 2007, 09:56 PM

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Default Re: YAY UPDATE!

Being able to trade commanders/units would take away the uniqueness of each nation, which is a crucial part of dominions.

Perhaps if only independent troops can be traded...
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  #236  
Old July 7th, 2007, 12:13 AM
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Default Re: YAY UPDATE!

Ive traded commanders in my games. Deliver them to a lab.
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  #237  
Old July 7th, 2007, 12:55 AM

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Default Re: YAY UPDATE!

How do you do that?
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  #238  
Old July 7th, 2007, 02:01 AM

atul atul is offline
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Default Re: YAY UPDATE!

Charm, hellbind heart or enslave mind + gift of reason. By many mages in case the first one doesn't get through. With Dom3 also seduction, I guess.

At least that is one way of getting new commanders. Maybe not the most cost-efficient, but it does work to a degree. Hm, I wonder how much would a blood mage cost in perpetuality ebay...
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  #239  
Old July 7th, 2007, 05:15 AM

Methel Methel is offline
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Default Re: YAY UPDATE!

Hmm, Im not sure you should use that one KO..
The other units will be jealous!
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  #240  
Old July 7th, 2007, 01:47 PM
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Default Re: YAY UPDATE!

Hmm, I have a new favourite nation: Pythium serpent cult

I started to remake the old serpent cult yesterday and I'm having a blast. Probably because no other nation is so full of history of religions as this one. Less myth, more cults. Quite heavily inspired by the late empire and various mystery cults; a special interest of mine, since I wrote an essay on the Isis/Sarapis cult in the roman empire.
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