|
|
|
 |

November 2nd, 2003, 10:59 PM
|
 |
Lieutenant General
|
|
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Impartial MASTER LIST of issues/problems
Kind OT, but poison (usualy) won't hurt/kill you if it doesn't get in to the bloodstream...
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
|

November 2nd, 2003, 11:01 PM
|
 |
Private
|
|
Join Date: Oct 2003
Location: Home province
Posts: 20
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Impartial MASTER LIST of issues/problems
Quote:
They have to drink poison to be promoted - and the serpent priests (or whatever they are called) are immune to poison. Acolytes haven't drank the poison yet. I think that was the idea.
|
Ok
Quote:
The search function is in the top right corner.
|
In french I would have said "Autant pour moi" (my fault), I was looking for a text field
__________________
Just don't dot it -- Nuke
|

November 2nd, 2003, 11:08 PM
|
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by Nerfix:
Kind OT, but poison (usualy) won't hurt/kill you if it doesn't get in to the bloodstream...
|
I wish I knew how the poison damage is calculated, and what does the length of the poison bar mean (I know it's relative to the strength of posion, but what does that mean exactly). Also, what's the difference in poison strength from the attack description? If it says weak posion, does that mean that it will wear off sooner, but the damage is the same, or that the damage is higher, or both? Does death posion mean that the posioned unit will always die and it cannot wear off? Are poisons cummulative, i.e. several weak posion attacks that damage the unit will be the same poison-wise as one strong poison damaging attack? This is the kind of things I would really like to see in the manual. 
[ November 02, 2003, 21:10: Message edited by: HJ ]
|

November 3rd, 2003, 01:02 AM
|
 |
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by iRichard:
I don't know if it has been noticed but with Pythium/Serpent Theme you have access to some sort of acolytes. These guys are descripted as acolytes who were able to drink poison without being killed. But they don't have ant poison resistance.
BTW : is there any search engine on this forum ?
[EDIT : of course this is not of a great importance]
|
Sounds buggy. They should be.

|

November 3rd, 2003, 05:07 PM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Impartial MASTER LIST of issues/problems
Thanks to St. Patrick for this thread. A very good idea indeed - well done.
|

November 3rd, 2003, 08:03 PM
|
 |
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Impartial MASTER LIST of issues/problems
Currently, a lot of people argue or complain about the gold economy in Dominions 2, as well as the viability of light versus heavy units.
My suggestion:
For the game setup screen, take out "World Richness", and put in "Gold Richness" and "Resource Richness" as independant settings. Instead of 3 settings - low (50%), normal (100%), and high (200%) - give each 20 settings: 10% through 200%, in 10% increments.
Master List bullets:
* Add separate gold richness and resource richness settings for new games
* Allow finer adjustment of map richness levels, in 10% increments
-Cherry
|

November 3rd, 2003, 08:58 PM
|
BANNED USER
|
|
Join Date: Oct 2003
Posts: 194
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by Saber Cherry:
Currently, a lot of people argue or complain about the gold economy in Dominions 2, as well as the viability of light versus heavy units.
My suggestion:
For the game setup screen, take out "World Richness", and put in "Gold Richness" and "Resource Richness" as independant settings. Instead of 3 settings - low (50%), normal (100%), and high (200%) - give each 20 settings: 10% through 200%, in 10% increments.
Master List bullets:
* Add separate gold richness and resource richness settings for new games
* Allow finer adjustment of map richness levels, in 10% increments
-Cherry
|
10% increments are a bit much. How about these increments?
Very Low (50%)
Low (75%)
Normal (100%)
High (150%)
Very High (200%)
Sammual
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|