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  #1  
Old July 18th, 2004, 12:05 PM
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Default Re: A prioritized and hopefully realistic Wish List for 2.13

I can't believe I forgot this the first time.
This would be around priority 8-15 for me, it's a flavor element, so I'll call it

12a. Flavor feature: Experience has out-of-combat-effects as well: per experience star,
- stealthy commanders receive +3 points stealth
- priests receive +3% chance of successfully raising the dom by 1 when preaching
- bloodhunters receive +3% chance of successfully capturing blood slaves and a +3% chance of gaining an additional +1 bloodslave per successful hunt
(more ideas welcome)
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  #2  
Old July 18th, 2004, 12:41 PM
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Default Re: A prioritized and hopefully realistic Wish List for 2.13

Quote:
Originally posted by Gandalf Parker:
quote:
Originally posted by Boron:
25. add mod command : patrol province for independents

this is really urgent for the faerun map to make it even better .
NO PLEASE NOT another MOD command.
Make it a MAP command, or a default. NOT a mod.
Id like to see alot more map commands.

oops i meant map command not mod command
but it should have been obvious from the context anyway that this can only be a typo from me
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  #3  
Old July 18th, 2004, 04:18 PM
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Default Re: A prioritized and hopefully realistic Wish List for 2.13

Quote:
Originally posted by tinkthank:
I can't believe I forgot this the first time.
This would be around priority 8-15 for me, it's a flavor element, so I'll call it

12a. Flavor feature: Experience has out-of-combat-effects as well: per experience star,
- stealthy commanders receive +3 points stealth
- priests receive +3% chance of successfully raising the dom by 1 when preaching
- bloodhunters receive +3% chance of successfully capturing blood slaves and a +3% chance of gaining an additional +1 bloodslave per successful hunt
(more ideas welcome)
Extra stealth for experience, sure, since for many of them, the stealth is the only thing that matters. Actually, this might be best only for scouts, spies, and assasins (and variants - bards, concubines, etc), because the Vanadrotts and Tuatha already get a lot out of experience.

For priests ... maybe.

But for bloodhunters?? Unlike stealth, there's already a plethora of ways to improve blood hunting ability. Empowerment, skill-raising items, bloodthorns. Improving the blood hunters with experience would only serve to give blood nations even more advantages, as they start creating cheap(ish) blood hunters early, which then improve. Add this to the fact that blood already is at a big advantage in games with few magic sites, and ....

Actually, it'd be nice if it was harder to blood hunt when magic sites are more rare.

Theory being that if the other sources of magic are so scarce, more and more mages look to blood for power; people start protecting and hiding their virgins more, or even deflowering them for their own good.
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  #4  
Old July 19th, 2004, 10:20 AM
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Default Re: A prioritized and hopefully realistic Wish List for 2.13

Quote:
Originally posted by Cainehill:
quote:
Originally posted by tinkthank:
I can't believe I forgot this the first time.
This would be around priority 8-15 for me, it's a flavor element, so I'll call it

12a. Flavor feature: Experience has out-of-combat-effects as well: per experience star,
- stealthy commanders receive +3 points stealth
- priests receive +3% chance of successfully raising the dom by 1 when preaching
- bloodhunters receive +3% chance of successfully capturing blood slaves and a +3% chance of gaining an additional +1 bloodslave per successful hunt
(more ideas welcome)
Extra stealth for experience, sure, since for many of them, the stealth is the only thing that matters. Actually, this might be best only for scouts, spies, and assasins (and variants - bards, concubines, etc), because the Vanadrotts and Tuatha already get a lot out of experience.

For priests ... maybe.

But for bloodhunters?? Unlike stealth, there's already a plethora of ways to improve blood hunting ability. Empowerment, skill-raising items, bloodthorns. Improving the blood hunters with experience would only serve to give blood nations even more advantages, as they start creating cheap(ish) blood hunters early, which then improve. Add this to the fact that blood already is at a big advantage in games with few magic sites, and ....

Actually, it'd be nice if it was harder to blood hunt when magic sites are more rare.

Theory being that if the other sources of magic are so scarce, more and more mages look to blood for power; people start protecting and hiding their virgins more, or even deflowering them for their own good.

OK, you convinced me -- forget the bloodhunt bonus. I'd still like to see the +stealth and +preach bonuses as flavor.
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  #5  
Old July 19th, 2004, 04:24 PM
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Default Re: A prioritized and hopefully realistic Wish List for 2.13

Darn I forget these small typo/bugfixes:

- Elemental armor no longer reads "immunity", but "partial resistance"
- Ermor AE unholy animation no longer reads "wight", but "lictor"
- Some flavor texts of the new Global Enchantment Proclomations are longer than allowed and get cut off in the middle of their schtick

These shouldnt be difficult to fix, right?
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  #6  
Old July 19th, 2004, 04:31 PM
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Default Re: A prioritized and hopefully realistic Wish List for 2.13

Quote:
Originally posted by tinkthank:
Darn I forget these small typo/bugfixes:

- Some flavor texts of the new Global Enchantment Proclomations are longer than allowed and get cut off in the middle of their schtick

These shouldnt be difficult to fix, right?
yeah and texts for the globals without one text .
only 1/2 - 2/3 of the globals have texts but the rest hasn't . i find the texts very stylish and so it is really irritating if either there is now text or the text is cut off as tinktank describes . both should be really really easy to fix and would enchant the fantasy feeling greatly
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  #7  
Old July 19th, 2004, 04:36 PM
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Default Re: A prioritized and hopefully realistic Wish List for 2.13

oh and a new idea for the militia "good" event :

would it be possible that you can choose between 2 alternatives ?
so the new militia event lets you choose if you want to gain
- xx militias / zealots
- or don't want to gain them and gain instead 50-100 gold or something similiar ?

perhaps a command which checks the turns would be nice too and when the gain militia event happens in the first 20 turns you get militia ,
then from turn 20-40 you get heavy infantry instead , from turn 40-60 heavy cavalry and from turn 60+ low-midlevel summons ( maximum conjuration / blood 3 - 5 ) .
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