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  #31  
Old July 21st, 2008, 06:41 AM
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Default Re: Patch notes

I don't think anyone here suggests nerfing fatigue or delaying battle tactics.

If you could delay for 50 turns, with longer limit you'll need to delay for 100 turns or more. Its doable.

The turn limit need to be upped so that mindless SCs will have more time to win (if they can); so that huge armies could battle it out and most importantly for the game to scale well and be playable in the long future.
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  #32  
Old July 21st, 2008, 06:51 AM

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Default Re: Patch notes

Bottom line is the devs apparently didn't intend for BEs to stay up after the caster retreats.

The MoD issue brought this into focus, but they fixed what they considered to be wrong, which wasn't just MoD, it was the way they all worked with retreat.

I agree with them but even if I didn't I'd just have to get used to it.
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  #33  
Old July 21st, 2008, 06:54 AM

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Default Re: Patch notes

Tifone:

Your other army sits in a different province. That is tens of miles away! There is no way they can get in time for that battle, no matter how much staling you do 50 turn would be few hours max in real time. So not even realistic approach works here

In late game I had way too many battles ending in turn limit, that was just frustrating [and opponent didn't try to stale, he just put his armies, I put mine and we both tried to win].
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  #34  
Old July 21st, 2008, 07:00 AM
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Default Re: Patch notes

- Do you think the game will not be playable in the long future if the mechanics don't involve endless battle to take place in a month, instead of how is now working? What, Monopoly is now unplayable because after so many years, we didn't change the mechanics to the option of throwing the dices 100 times a turn, because our dice factories are better and we can now afford a bigger number of dices so mechanics of the game must adequate? Is the number of turns which made the quality of this game in the long time?
- Do you think if a mindless SC needs more time than 50 turns, it's not because he wasn't adequate to beat the defending army, but because the turn limit is not higher?

Sorry, don't want to seem sarcastic or mean or angry or whatever I'm not and I'm just explaining my points in the discussion and try to understand the reasons behind your ones, as actually I can't. Peace brothers, I really love you alllllllz

P.S. I know it is annoying losing mindless units after many battle turns. Exactly like it would be annoying if you sent unsupported mechs or tanks in enemy territory, and after much killing they don't own the territory and end their autonomy or fuel behind enemy lines. The people there would just dismantle them. I think this makes the same sense.
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  #35  
Old July 21st, 2008, 07:07 AM

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Default Re: Patch notes

Tifone:

I have one suggestion - think before posting! If you want to convince anyone to your arguments don't humiliate yourself with examples that are neither funny or good.

Mindless commanders like Golem vanish! on turn 50, not retreat. They suddenly stop to exist.

As I said, you are the attacked, you win the battle, but do not manage to kill few enemy units. Ha, it gets even worse - your enemy routs, but does not manage to do it before turn 50 [say he has many crippled or low AP ones], so routing triggers for you and you have faster/flying ones, so you rout faster and you lose. Many battles get resolved on turns 30-45, but they need some edge to end properly [routing, killing last units, killing paralyzed units].
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  #36  
Old July 21st, 2008, 07:12 AM
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Default Re: Patch notes

Zeldor - saying that no matter how much you can stale, nobody will EVER arrive in time to take part in the middle of a battle, makes me ask so how armies intercept each others, or how they just MOVE from one territory to another (even 3, 4 provinces far if they are fast) in one month.

For the comment about your late game, well it is so realistic that it is self-explanatory to me. There were huge forces in your battle, balanced, none of them preponderant. Were they supposed to kill each other completely in one month if after 50 turns probably some unit didn't even come in contact to the enemy? probably not You and your enemies tried to win of course, not trying to stale, but still it takes too much time to huge armies to completely annihilate each other - in the game as in real war. The biggest clashes of the 100 years war weren't resolved in just one month, or it would have been called the A Couple Of Months War
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  #37  
Old July 21st, 2008, 07:15 AM

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Default Re: Patch notes

You don't have real armies in Dominions. Biggest medieval battle had over 100k soldiers fighting. Here huge ary is 1k people

And you can win the battle, even big battle, before turn50. But as I said, slow routing, trying to kill remaining units etc etc change the result.
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  #38  
Old July 21st, 2008, 07:16 AM
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Default Re: Patch notes

I think a lot. That was exactly what I was saying, so maybe that is you who need to think better to what I said before going against me that way. Mindless commanders vanish - they are MINDLESS, they need some influence on them to make them work probably? So they don't escape or retreat, they just stop working and you can imagine people destroy ("dismantle") them. Same example, not "humiliating" myself.

And you're still trying to counter my simple logical examples with some examples of some dubious mechanics. So instead to have those mechanics (like the ones about the few, slow retreating units) resolved logically, you want to change the whole system to a less logical way to resolve them. This just doesn't make sense to me.

And my examples ARE funny Peace
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  #39  
Old July 21st, 2008, 07:51 AM
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Default Re: Patch notes

Quote:
Zeldor said:
Another thing is mindless commanders vanishing at turn50. That is not funny.
Has been explained in the bug discussion thread. It's WAD and it's going to stay that way. Just how many mindless commanders are there? The golem? With the golem it is, as per the bug discussion thread explanation, thematic. The soulless from Army of the Dead? Those two are the only ones I can think of.

If someone happened to use the Life After Death spell to get upkeep-free soulless mages and lost those to rout, it can also be interpreted as the magic keeping them around as soulless puppets unraveling due to being overstrained. Exceptions can't be coded for every specific instance, so people are just going to have to live with it.

Quote:
Zeldor said:
Many battles just deserve to be resolved on battlefield, not by some virtual turn limit that forces whole army to spread into neighbouring provinces.
So let's say the turn limit is raised to 75/100, which is about the most realistic we could expect. Does this alter the situation at all? Not much, and there must still be a way to resolve a combat that does not stretch to infinity. The salient point is that every player is expected to bring enough resources to bear to actually finish things and if they don't, then it's too bad for them.
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  #40  
Old July 21st, 2008, 07:55 AM

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Default Re: Patch notes

Edi:

I will have to talk with KO about that when I have a chance And yes, it means the Golem, the easiest alternative to Tartarians. The SC of choice for earth nations. I also think that gargoyle is mindless.

And yes, 25 turns more will change a lot. Probably resolve 75% problems with losing because enemy routed too fast etc.
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