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May 10th, 2006, 08:53 PM
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Private
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Join Date: Mar 2005
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Re: The aging \"system\"
Disabling aging I'm thinking would be fairly similar to wanting to disable battle Afflictions. They may add in support for it... but I'm guessing it's another element to consider for balance in the game. For example the added aging benefit/drawback from growth/death scales (mentioned that it affects aging rate). Also the different mechanics for how Burden of Time works. In the old system it added afflictions/damage to units randomly. The new system sounds like it'll instead increase their rate of aging.
It's also possible that it's already a setting at game creation but that's really hard for us to tell. Then again... if what people above are saying is correct... 240 turns for a single normal human soldier to get to the old age state and START to get random afflictions is a long time for a single soldier to even survive in the first place.
We'll just have to wait and see how the aging system shapes up. It's really just speculation at the moment.
Resok
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May 11th, 2006, 02:33 PM
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First Lieutenant
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Re: The aging \"system\"
I believe that there are 8 turns to a year in DomII, so that's just 12.5 years for a 100 turn game if the same scale is used in 3. At that rate it seems like very few units would really get hit by major aging effects, mostly early game lab mages. I'd think field troops have so many other threats to their well being that they'd be happy to last long enough to suffer the slings and arrows of old age.
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May 11th, 2006, 02:51 PM
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General
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Re: The aging \"system\"
Actually, it's 12 turns per year in Dominions II, with one month per turn (d'oh!). Don't get confused with Space Empires and its ten-month year, though. 
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May 11th, 2006, 09:00 PM
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General
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Re: The aging \"system\"
Quote:
Tyrant said:
I believe that there are 8 turns to a year in DomII, so that's just 12.5 years for a 100 turn game if the same scale is used in 3. At that rate it seems like very few units would really get hit by major aging effects, mostly early game lab mages.
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Well we won't know for sure until after a few games... I remember playing a pirates game on the PC where as soon as your pirate captain turned 30... he'd become really crappy which forces you into retirement.(not much fun)
There might even be a way to disable aging... or a way to adjust the aging timeline... only time will tell.
__________________
There can be only one.
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May 12th, 2006, 03:08 AM
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Captain
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Location: Rhode Island
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Re: The aging \"system\"
It would be interesting (but stupid?) if there was some possibility of, say, an early-era game turning into a middle-era game after a while... New troops for everyone to buy, etc...
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May 12th, 2006, 04:16 AM
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Lieutenant General
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Re: The aging \"system\"
I'm sure there are some items and spells that will prevent or even reverse aging.
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May 12th, 2006, 08:14 AM
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Major
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Re: The aging \"system\"
Quote:
Daynarr said:
I'm sure there are some items and spells that will prevent or even reverse aging.
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Yeah that would be awesome. I mean there will be probably items/spells what will make your soldiers older..so... 
__________________
Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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May 12th, 2006, 03:12 PM
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Corporal
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Re: The aging \"system\"
Hmmm, I see notes there that say:
* Ageing is worse when under a death scale.
* Gift of Health halves speed of aging.
* Decay causes rapid aging.
* Aging less disastrous for long living people.
also, we know it affects stats, and either creates or affects afflictions (rates?)
* Age penalty printed among bonuses.
* Some old age stats were printed incorrectly.
* Limit on starting age afflictions = age penalty +1. [...]
* Commanders starts without old age afflictions
and if you don't like it,
* 3 new mod commands for age control.
Sill
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July 5th, 2006, 01:38 PM
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Second Lieutenant
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Re: The aging \"system\"
I'm not too crazy about this aging idea. I mean, c'mon, we already have hundreds of ways a unit can die/gain afflictions without factoring in "natural causes." But maybe it will play better than it sounds on paper.
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