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October 17th, 2006, 05:58 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
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Re: Patch Improvements
Quote:
Talleyrand said:
Every other game I've played that has a random map generator takes split-seconds to generate one. Why is this game so different that it requires minutes?
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That's the difference between colouring 2,560,000 pixels and "colouring" 65,536 tiles.
Also, considering how Dominions maps use up to 32bit coloring, compared to maybe 200 different tiles in the richer games, that's 4,294,967,296 * 2,560,000 = 10995116277760000 different options compared to 256 * 65,536 = 16777216 with other games 
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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October 18th, 2006, 09:16 AM
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Sergeant
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Join Date: Nov 2004
Location: Montpellier, France
Posts: 208
Thanks: 3
Thanked 2 Times in 2 Posts
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Re: Patch Improvements
Here's a suggestion that should be easy to implement. Since you can have lot of micro management to put the gems in the lab when you have units dedicated to gem/slaves production (that should drop their gems in the lab) and units that need to keep their gems on for combat purposes, I think those 4 buttons should be added in the global screen where you manage your gems :
- Pool bloodhunter's slaves : pool the slaves of all commanders actually bloodhunting.
- Pool clam's pearls : pool the pearls carried by commanders equipped with a clam.
- Pool fetish's gems : pool the fire gems carried by commanders equipped with a fever fetish.
- Pool stone's gems : pool the earth gems carried by commanders equipped with a bloodstone.
I think that's all the ways commanders can produce gems/slaves. It should remove a lot of micro management imho. I'm waiting for this feature since I've discovered dom 2. Pleaaaasssse. 
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October 18th, 2006, 02:30 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
Posts: 488
Thanks: 0
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Re: Patch Improvements
Quote:
Olive said:
Here's a suggestion that should be easy to implement. Since you can have lot of micro management to put the gems in the lab when you have units dedicated to gem/slaves production (that should drop their gems in the lab) and units that need to keep their gems on for combat purposes, I think those 4 buttons should be added in the global screen where you manage your gems :
- Pool bloodhunter's slaves : pool the slaves of all commanders actually bloodhunting.
- Pool clam's pearls : pool the pearls carried by commanders equipped with a clam.
- Pool fetish's gems : pool the fire gems carried by commanders equipped with a fever fetish.
- Pool stone's gems : pool the earth gems carried by commanders equipped with a bloodstone.
I think that's all the ways commanders can produce gems/slaves. It should remove a lot of micro management imho. I'm waiting for this feature since I've discovered dom 2. Pleaaaasssse.
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Are the various gem-producing items even still in the game? I don't recall seeing them...
That said, I've already loudly noted my wish for the blood-slave pooling command. How easy it'd be to implement, however, I can't say.
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October 18th, 2006, 02:52 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Patch Improvements
Quote:
JaydedOne said:
Are the various gem-producing items even still in the game? I don't recall seeing them...
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They are. Clams now require W3N1, while I haven't yet looked at the stats for the Earth Blood Stone or the fever fetish.
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October 18th, 2006, 02:54 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
Posts: 488
Thanks: 0
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Re: Patch Improvements
Ah, thanks for the tip. That certainly solves the issues of hording, I think. Or at least stalls the issue. I'll have to play out an SP game gunning specifically for clams and see just how economical the strategy is.
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October 18th, 2006, 03:33 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Patch Improvements
Fever Fetish is still the same cost, but it no longer works on undead. So you actually have to disease a commander to get the benefit.
Of course, you could just start an old age fetish farm of your already diseased commanders.
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October 19th, 2006, 11:58 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Patch Improvements
Quote:
thejeff said:
Fever Fetish is still the same cost, but it no longer works on undead. So you actually have to disease a commander to get the benefit.
Of course, you could just start an old age fetish farm of your already diseased commanders.
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Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ? 
That change is useless and will just add stoopid mm  !!
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October 18th, 2006, 04:41 PM
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Sergeant
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Join Date: Nov 2004
Location: Montpellier, France
Posts: 208
Thanks: 3
Thanked 2 Times in 2 Posts
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Re: Patch Improvements
Quote:
JaydedOne said:
Are the various gem-producing items even still in the game? I don't recall seeing them...
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Yes, they're almost unchanged I think (except for clams that require nature gems)
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October 18th, 2006, 04:49 PM
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Second Lieutenant
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Join Date: Apr 2004
Location: Ohio
Posts: 402
Thanks: 0
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Re: Patch Improvements
And Fever fetished are very unpredictable in how often they generate a fire gem. I believe the more afflictions a unit has the more likely a gem will be produced. Testing on some units with recuperation I was averaging 1 gem every 3 to 4 turns.
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