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Old January 15th, 2004, 06:21 PM
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Default Re: Two new MODs from me

>it makes the themes that require temperature changes far weaker that the default.

True. However I can't fix everything right now as the mod tools are limited. Many of the themes desperately need fixing (erm, modding).


>The other is that while DOM2 might allow a 33% income bonus with the default scales, that bonus requires you to spend 360 nation points on your scales, while order in your Version requires only 120 points.

Since you seem to feel that growth and production are so potent that you cannot do without, it wouldn't make a difference though, would it? This is exactly what I was shooting for. Difficulty in choice because every option has merit.


>The productivity scale also seems to give too large of a bonus. Currently sloth 3 lets you produce about half as many troops as prod 3. With sloth 3 under your scales you've reduced troops production to 5% of what a prod 3 nation gets. (190% vs. 10% of base resources) If there's some way to overcome that with a SC pretender, I can't see it.

A> You are comparing the most productive nation in the world to the least. I have no issue envisioning that as an extreme difference.

B> The scale had to be modified to the point that it was not obviously something you could ignore. It was my intention to make positive production very alluring and negative production very constraining.


>A death scale of 3 means that after 20 turns your capital will be reduced to 20,000 people, while the population under growth 3 will be 45,000. The resources and income boost the growth 3 nation will get when combined with a 45% boost to gold and a 90% boost to resources will be awfully hard to overcome by pretender design.


A> Growth was meant to double/half poulation in about 40 turns. I don't see that as extreme for "most growth" versus "most death". Many games are just about over in 40 turns. Without scale this potent, players would never see a significant change due to scales.

B> While very potent, you are exaggerating the power and under estimating the benefits of pretenders. Remember this boost is centered on your capital, most of your nation won't ever feel the benefits in a serious way. A magically potent pretender can help with expansion, which is also an economic boost. A magically potent pretender might have strong bless effects, which helps with expansion, which is an economic boost. A strong pretender can really pump magical research or do site hunting, which are different economies than the gold economy, but are also very potent in their own right.

You are throwing about stats without perspective. What are we really talking about? An extra 100-130 gold from the capital province on turn 40? The ability to generate 4-6 extra heavy infanty at the capital on turn 40? Do you really think that this mighty bonus will stop you from taking any magic on you god?


>However, it seems fairly obvious that the most efficient way to spend your points are on order 3, prod 3, growth 3

However, it seems fairly obvious that some players should actually play the mod before wasting everyones time with post after post of conjecture.


>You'd have to seriously improve the pretenders,

That is actually on my list of things to do.
I don't think the pretenders are particularly godlike. I'd like to see more power on them, particularly of the magic sort. However the current mod tools aren't quite ready for pretender work. As soon as Illwinter releases better tools, I'll do much pretender work.


>will have a very hard time overcoming the massive economies that can be produced in short order under your systen.

Or without the exaggeration: sligtly stronger economies that can be produced over the length of the game.

You seem to be putting an extrordinary amount of effort into complaining about a mod that you don't like, and have never played.
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