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February 1st, 2005, 08:39 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: Ideas to stop mass castle building for DOM_3
There's some great suggestions here...
Hopefully one or more can be placed as options before the game starts. This way the gamers can choose before it starts. I'm definitely looking forward to Dom_3.
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February 1st, 2005, 10:13 PM
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Corporal
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Join Date: May 2004
Location: Strasbourg, France
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Re: Ideas to stop mass castle building for DOM_3
> Isnt the main problem with castling, the fact that they enable a few decked up SCs to take care of the defence of an entire empire?
And this is a problem how? Read this sentance:
Isn't the main reason for castling, the fact that they prevent a few flying, teleporting SCs to lay waste to an entire empire?
And of course, without castles, one could destroy your empire with remote and even anonymous spells. Is it too much to ask from someone who wants to conquer a strong, well developed nation, to actually win a fight or two while doing so?
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February 1st, 2005, 11:25 PM
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First Lieutenant
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Join Date: Nov 2003
Location: Hobart, Australia
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Re: Ideas to stop mass castle building for DOM_3
Quote:
Yvelina said:
And this is a problem how? Read this sentance:
Isn't the main reason for castling, the fact that they prevent a few flying, teleporting SCs to lay waste to an entire empire?
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Quite. Castling is both essential if you want to prevent said empire-trashing, and over-effective leading, as it does, to boring end-games in which 2 castled nations beat their heads together getting nowhere.
The other aspect of the problem is that strategic depth is lost if building everywhere is a no-brainer.
Solving the problem means finding a way to make empires defensible without castling.
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February 1st, 2005, 11:35 PM
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First Lieutenant
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Join Date: Nov 2003
Location: Hobart, Australia
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Re: Ideas to stop mass castle building for DOM_3
How about an over-run rule? If there's enough invading troops to get the wall down in a single turn, then combat with the defenders occurs in the same turn the invaders move in.
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February 2nd, 2005, 12:13 AM
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General
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Join Date: Nov 2000
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Re: Ideas to stop mass castle building for DOM_3
Quote:
Zapmeister said:
How about an over-run rule? If there's enough invading troops to get the wall down in a single turn, then combat with the defenders occurs in the same turn the invaders move in.
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I'd play even more AE Ermor if that rule went in. They are bar none the best at bashing down walls there is. Sure you can send a flames from the sky over there next turn and kill those 3000 longdead, but they can still smash down walls real good.
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February 2nd, 2005, 12:19 AM
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First Lieutenant
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Join Date: Nov 2003
Location: Hobart, Australia
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Re: Ideas to stop mass castle building for DOM_3
Quote:
Graeme Dice said:
I'd play even more AE Ermor if that rule went in. They are bar none the best at bashing down walls there is. Sure you can send a flames from the sky over there next turn and kill those 3000 longdead, but they can still smash down walls real good.
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Sure, you'd have to tweak Ermor as well. But given that, I still think it's quite a cool idea, making the mausoleums etc still effective, but only against smaller forces (as you would expect).
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February 2nd, 2005, 06:56 PM
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Captain
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Join Date: Feb 2004
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Re: Ideas to stop mass castle building for DOM_3
I would still support that overrun rule which promotes Non-SC, Non-teleport troops and stronger castle types!
I mean, Ermor AE can be strong at sieging: Undead never tire to tear at the walls or to catapult themselves over the fences...  And if it doesnt work out, well then making mindless bad at both defending and sieging seems to me to be a minor sacrifice...
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