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June 7th, 2006, 12:00 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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Re: National Units and Summoned Units
Quote:
DominionsFAN said:
Quote:
Cainehill said:
IIRC, one of the more famous and flamboyant basketball players (Wilt Chamberlain) of the pre-AIDS days supposedly did, mmm, 20,000 women? That'd be 3 a day for 18.26 years.
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lol and if you think that it is true, you are a tard.
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Kid, considering that you and I have received warnings from the moderators for our previous discourse (personally I think they should have banned you for foul mouthed abusive personal messages), you probably ought to learn to just say "no" when you think about writing another insulting reply to something I write. For that matter, when you ever think about replying to something I write.
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Wormwood and wine, and the bitter taste of ashes.
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June 7th, 2006, 05:08 PM
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Corporal
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Join Date: Jun 2006
Location: New England
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Re: National Units and Summoned Units
FIGHT FIGHT FIGHT FIGHT
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June 12th, 2006, 03:42 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Thanked 39 Times in 28 Posts
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Re: National Units and Summoned Units
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Argitoth said:
Quote:
NTJedi said:Currently the game has no method for restoring a population which has been almost dropped to zero
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Why didn't anyone suggest population to naturally increase?
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Well that's the intention of the growth scale however it only does a percentage thus even farmlands with 20 population can never recover.
A natural flat increase across the board might upset those playing Ermor which matches their theme.
Since nations like Mictlan can't have troops to match the quality/power/upkeep of summoned troops some benefit(s) outside the battlefield can be setup to make them needed for the majority of the game.
Quote:
Kristoffer O said:
Marignon gets the Don Juan hero, who seduces 100 women each month. Population increases by 1d10*10 after 9 months
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That's interesting... I'm eager to see what the other heroes can do.
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There can be only one.
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June 12th, 2006, 04:52 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: National Units and Summoned Units
Quote:
NTJedi said:
Quote:
Argitoth said:
Quote:
NTJedi said:Currently the game has no method for restoring a population which has been almost dropped to zero
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Why didn't anyone suggest population to naturally increase?
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Well that's the intention of the growth scale however it only does a percentage thus even farmlands with 20 population can never recover.
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I have suggested it repeated times:
Code:
P: current pop number of the province
B: 'theorectical' pop number the terrain starts with
S: number of growth scales
G: growth-%tage
T: new taxpayers you get per turn
Between 0 and 2*B and in positive or 0 growth dominion,
pop would grow as follows (death scale works as before):
|2*B |
T = |--- - 1| * G * (S+1) * P
| P |
Still not perfect, but would go a long way to make populated provinces something to actually protect and keep under your growth scale. And give some incentive to choose one, which no-one does with the current scales values and growth (die-off?) model:
It gives 1x growth at starting pop, cuts off the growth at 2x the starting pop and even results in declining pop if the province gets overcrowded for some reason.
But it gives reasonable growth if there's a big empty province, eg. 2000 pop in a big grassland which could accommodate 22000 pop without problem.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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July 1st, 2006, 05:07 PM
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Second Lieutenant
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Join Date: Sep 2005
Location: North Carolina, USA
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Re: National Units and Summoned Units
I sure hope something is done to national units. Then I can stop calling this game Summinions II. It's the only thing about this game that keeps me from playing it often; I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.
=$= Big J Money =$=
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July 1st, 2006, 06:49 PM
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Major
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Join Date: Sep 2003
Location: Budapest, Hungary
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Re: National Units and Summoned Units
Quote:
BigJMoney said:
I sure hope something is done to national units. Then I can stop calling this game Summinions II. It's the only thing about this game that keeps me from playing it often; I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.
=$= Big J Money =$=
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Well, I guess the vanilla game wont have "strong" national units. Modding will be powerful enough to change this in a way, I will add summonable national troops to my TC mod with different levels. Well they will be summoned as well, but those wont be "monsters" but regular troops with better stats and equipment.
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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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July 4th, 2006, 03:38 AM
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Private
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Join Date: Jul 2006
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Re: National Units and Summoned Units
I think that the easiest way to do it would have some sort of minor bless effect based on the pretenders current path levels be added to national units. Being that the largest problem is that they do not scale well, this would help increase their power as the game goes on, hopefully increasing their longevity.
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July 5th, 2006, 02:52 AM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: National Units and Summoned Units
Quote:
BigJMoney said:I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.
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Most of them do, but that's hardly a problem. Would you rather the game had useless magic like the Age of Wonders series?
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