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  #1  
Old June 13th, 2006, 04:11 PM
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Default Re: National summons/spells of old nations

Quote:
Vicious Love said:
I also agree with Sandman on the point of universally-available summons making things more interesting, at times. The more specialized and predictable the nations get, the more the outcome of the game is determined during nation selection, rather than during actual gameplay.
Exactly. One of the nice things about Dominions is the potential to take your nation in all sorts of different directions depending on what sites you find. If there were masses of national summons, this bootstrapping would be less effective.
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  #2  
Old June 13th, 2006, 06:02 PM

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Default Re: National summons/spells of old nations

Quote:
Sandman said:
Quote:
Vicious Love said:
I also agree with Sandman on the point of universally-available summons making things more interesting, at times. The more specialized and predictable the nations get, the more the outcome of the game is determined during nation selection, rather than during actual gameplay.
Exactly. One of the nice things about Dominions is the potential to take your nation in all sorts of different directions depending on what sites you find. If there were masses of national summons, this bootstrapping would be less effective.
Frankly I dont understand your point. Why? Because doesnt matter that how many and what kind of national summons gonna we have, all national summoned units can be balanced easily. Example: All national summoned units have the same stats almost [slight differences], the same cost to summon them et cetera...The key here is that they must be different from "regular" summons somehow.
Btw just a side note. Imho the national summoned units should be the upgraded versions of the regular national troops, like I've posted this before in a previous thread. It should work like levels for the units. [They should get better equipment and better stats.] I think that this would work perfectly.
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  #3  
Old June 5th, 2006, 05:28 PM

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Default Re: National summons/spells of old nations

Quote:
Vicious Love said:
Right... let's forget about all the new nations/eras for a sec, as well as Dom II's themes. You're asking for 170-340 new summons, on top of all the old summons and of all the new summons that aren't nation-specific. About a tenth of which actually get used in multiplayer games.
Disregarding the time and effort this'd take the developers, looking at this solely from the player's PoV, am I the only one seeing the downside to this?
I dont see any problems with 10+ national summons. 1. There are 3 eras for each nations. 2. There are many paths of magic.
Lets say all nations will get 4 national summons / era. I wouldnt call that too much.
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  #4  
Old June 5th, 2006, 05:33 PM
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Default Re: National summons/spells of old nations

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DominionsFAN said:
I dont see any problems with 10+ national summons. 1. There are 3 eras for each nations. 2. There are many paths of magic.
Lets say all nations will get 4 national summons / era. I wouldnt call that too much.
This sounds good to me, however I don't think this is in the current version and it's too late to add this many national summons.

Hopefully modding will allow gamers to add new spells and items without changing existing ones.
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  #5  
Old June 5th, 2006, 05:41 PM

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Default Re: National summons/spells of old nations

Quote:
NTJedi said:
Quote:
DominionsFAN said:
I dont see any problems with 10+ national summons. 1. There are 3 eras for each nations. 2. There are many paths of magic.
Lets say all nations will get 4 national summons / era. I wouldnt call that too much.
This sounds good to me, however I don't think this is in the current version and it's too late to add this many national summons.

Hopefully modding will allow gamers to add new spells and items without changing existing ones.
Oh I would love that Ntjedi...however AFAIK, we cannot add new spells. I think this is gonna be added with a patch maybe later on [the ability to add new spells]. Maybe we can add new magic sites as well after a major [modding related] patch. Dont forget that IW's support is decent. ..but until then we can change the national summons for mods if we want. Correct me Kristoffer if I am wrong.
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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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  #6  
Old June 5th, 2006, 05:52 PM
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Default Re: National summons/spells of old nations

Quote:
DominionsFAN said:
Quote:
NTJedi said:
Quote:
DominionsFAN said:
I dont see any problems with 10+ national summons. 1. There are 3 eras for each nations. 2. There are many paths of magic.
Lets say all nations will get 4 national summons / era. I wouldnt call that too much.
This sounds good to me, however I don't think this is in the current version and it's too late to add this many national summons.

Hopefully modding will allow gamers to add new spells and items without changing existing ones.
Oh I would love that Ntjedi...however AFAIK, we cannot add new spells. I think this is gonna be added with a patch maybe later on [the ability to add new spells]. Maybe we can add new magic sites as well after a major [modding related] patch. Dont forget that IW's support is decent. ..but until then we can change the national summons for mods if we want. Correct me Kristoffer if I am wrong.
Well if we can mod current spells then we only need to have extra disabled blank spells available which is currently done with items in Dom_2.
Hopefully some disabled blank spells and magic sites will exist for modding.
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  #7  
Old June 5th, 2006, 06:08 PM

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Default Re: National summons/spells of old nations

Indeed, I hope so also.
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