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November 11th, 2005, 02:59 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
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Re: What it will take for me to purchase Dom III
If better armors can be researched, and mages will research those, doesn't that screw Ulm with its "better steel but less magic" policy? And why play Ulm if the only thing you get is a head-start on others on the arms war, when you can't get as far in the magic war?
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November 11th, 2005, 03:10 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
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Re: What it will take for me to purchase Dom III
I think I have an idea how to make nationals scalable without increasing micromanagement.
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National troops would get predefined bonuses for each additional fortification you control. Makes sense, as you need them to produce national anyway.
Flavor-wise it would be something along the line "The garrison of Blahuageuawraarhsaark made some improvements to heavy crossbow design and we can now use it nation-wide" or " new forging techniques, or news of national hero/propaganda (inspiration;see soviet Russia for reference), source of better ore...
To stop Watch Tower abuse, it would be NumberOfForts*FortAdminValue (no I have no idea of Dominions variables).
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Edit
For those of you who think that "you can just start producing nationals for free - therefore they should suck"
- nationals require forts (say 300-450 gold, 3-5 turns to build, and a commander)
- Process of building a fort can be interrupted.
- forts need adjacent provinces to work properly
- resources, unlike gems, don't carry over to next month (seems like, doesn't it ?)
- there's a hard limit on how much you can recruit in one turn. On the other hand, you can burn LOTS of gems in a single turns.
- you can get gems from another player, not true with resources. Technically you can get away without magic sites for some time.
- you can keep all summoners in one spot, forts force you to expand.
- many national units require temples (usually 200 and a priest to build it) or labs (200 and a mage). Combined with 450 fort, this means 850 gold, multiple turns of building and commanders.
- I'd say population killing spells are quite effective. Growth scale is slow. Your ability to buy conventional troops is affected by cold, heat, unrest, productivity, order..
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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November 11th, 2005, 03:58 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: What it will take for me to purchase Dom III
Quote:
Endoperez said:
If better armors can be researched, and mages will research those, doesn't that screw Ulm with its "better steel but less magic" policy? And why play Ulm if the only thing you get is a head-start on others on the arms war, when you can't get as far in the magic war?
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i was thinking more like you just get x points of tech research per turn that dosnt require commanders research
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November 19th, 2005, 10:17 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
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Re: What it will take for me to purchase Dom III
Huh, things are pretty hot here... [img]/threads/images/Graemlins/Cold.gif[/img]
...nevertheless I'd like to comment that the AI is also important for MP games, since most of my MP games ended with someone sadly suddenly turning into AI. It would be furthermore more nice if players could set a basic AI guidline (including "do nothing") for themselevs in case of an unexpected stale turn. Cheers! 
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November 19th, 2005, 05:22 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
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Re: What it will take for me to purchase Dom III
Quote:
Chazar said:
Huh, things are pretty hot here... [img]/threads/images/Graemlins/Cold.gif[/img]
...nevertheless I'd like to comment that the AI is also important for MP games, since most of my MP games ended with someone sadly suddenly turning into AI. It would be furthermore more nice if players could set a basic AI guidline (including "do nothing") for themselevs in case of an unexpected stale turn. Cheers!
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Now THAT is a good idea! We would need few AI templates (I don't know if they already exist), but it would be very useful.
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November 19th, 2005, 07:02 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: What it will take for me to purchase Dom III
And I can see what Arralen is saying - it doesn't bother me too much because I am capable of playing MP games, but if I wasn't, I'd be unhappy as hades : I find the SP almost totally unplayable.
Not just the lack of AI, but the things that AI does which are blatant cheating, or diplomatically insane. Example : Even on the World map with 4 players, by turn 15 the AI is hitting me with Seeking Arrows, Fires from Afar, Call of the Winds, etc. Blatant cheating which adds immeasurably to my level of irritation with the game.
Or the way the AI declares war against the human players - diplomatic insanity, as it does so regardless of strength, location, levels of threat, etc.
All of which is apparently considered acceptable because Dom2 is intended mainly as a MP game - but nothing in the game's description indicates that it's _only_ suitable for MP gaming. I can see where Arralen and players like him might be a tad bit bitter.
__________________
Wormwood and wine, and the bitter taste of ashes.
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November 21st, 2005, 03:28 AM
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Corporal
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Join Date: Feb 2004
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Re: What it will take for me to purchase Dom III
Thought I'd throw in another word here.
I find, as I discover various game exploits and work-arounds, that the vanilla SP game does tend to fade with time. At these times, a break from play, fiddling with mods, cranking the difficulty in various ways, and occasionally using self-imposed house rules that rely on personal discipline all work to freshen things up for me.
I've also been advancing myself slowly enough that I have barely scratched the surface of Impossible level play, and extremely low-magic play with nonstandard victory conditions. Perhaps Forum-based cooperation would be another avenue for investigation.
I have great expectations for Dom 3, especially when receiving news like the fact the AI will definitely build forts in the new edition. I have full confidence that the devs will be giving us significant advances and greatly extended play in the product to come.
As for this particular thread, perhaps we might shift to a new thread titled:
"What it will take for me to continue playing Dom II."
Perhaps the ball might be started rolling by Arralen, who voiced specific concerns here, or by Zen, who has taken one of the most significant steps toward addressing this issue with the Conceptual Balance mod.
Takers?
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November 23rd, 2005, 04:24 PM
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Private
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Join Date: Oct 2005
Posts: 32
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Re: What it will take for me to purchase Dom III
A suggestion on Dom III:
If my guy with the 2-handed flail loses an arm, could he have a backup dagger for when I throw him into the maw of battle again? Because seeing a guy in Ulm's finest platemail attacking with "Fist" is just pathetic.
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