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  #1  
Old October 19th, 2006, 03:42 PM
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Default Re: Patch Improvements

Quote:
thejeff said:
I'll try it again. I don't remember how long I left it on him.

If Fever Fetish generates much less than 1/turn, it's probably not worth doing. Have the other generators been nerfed like that too?
I understand that the original intention was that these items would be used to produce gems for mages that travel with armies, not to generate income. That is, to lessen micromanagement. Few fever fetishes and few undead commanders (Black Servants?) produce about 1 gem/turn, allowing e.g. Machaka to not worry that much about ferrying gems for their mages. In theory, at least.
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  #2  
Old October 19th, 2006, 03:57 PM

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Default Re: Patch Improvements

Except that you can't put them on the mages, because they get diseased and die.
You can put them on Black Servants to ferry gems along with the mages, but you still have to distribute them every turn, just as you would if you'd just shipped out gens on normal scouts. (Which you have to do anyway for non fire gems.)

I suppose it's still useful in some situations.

The description makes it sound like it should only work on those who actually suffer from disease. I always assumed it working on undead was something of an exploit. Might be the intent though.
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  #3  
Old October 19th, 2006, 05:31 PM
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Default Re: Patch Improvements

...so, you should put it on an undead that's already been mangled (ex. was living Twiceborned mage who died of disease)?
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  #4  
Old October 22nd, 2006, 07:54 AM
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Default Re: Patch Improvements

I'd like to see new awakening options in god design (after all we have just 3 choices instead of lots of castles and themes options).

I imagine...
- in a far away plane (no bless effects before awakening)
- dead (need to be called by priests once available for awakening)
- petrified (will never awaken, only ascension (and/or perhaps a special endgame ritual you can't use before many empowerements) can free him, but he can give bless effects if not in a far away plane ; pretenders petrified in a far away plane are considered non-existant by most mortals and always have a base dominion of 1 - to avoid immobile petrified pretenders with dominion 10 and best scales-)

Being dead should give more points if the god is awaken or dormant as you have fewer priests (something like 75/50/25). Being in a far away plane should give more points if the god is imprisoned or petrified, as you have no bless for a far longer time (something like 25/75/100).

Standard dormant and imprisoned pretenders would have a little less points so the new options won't allow to make overpowered end game gods.

With all these options, the complete list of awakening choices would be :

- awake
- dead but awake (75)
- dormant (100)
- dormant in a far away plane (125)
- dead & dormant (150)
- dead & dormant in a far away plane (175)
- imprisoned (200)
- dead & imprisoned (225)
- petrified (250)
- imprisoned in a far away plane (275)
- dead & imprisoned in a far away plane (300)
- petrified in a far away plane (350 = with a 0 point god all good scales +3 with a medium dominion, but you have no use of anything else)
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  #5  
Old October 22nd, 2006, 02:38 PM

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Default Re: Patch Improvements

Why exactly should the amount of points you get be generally lowered? It is allready less than in Dom2, why would we make it even lower? Also: would dead pretenders lose one from all magic paths? Also, why are you worried about people taking dominion 10, good scales and being unable to actually take part in real world events? Sort of like real-life gods? (depending on beliefs of course) That would be cool.
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  #6  
Old October 22nd, 2006, 02:41 PM

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Default Re: Patch Improvements

If you're remote searching, I'd like an option to go to the province where you found the site instead of the commander.
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  #7  
Old October 22nd, 2006, 03:21 PM
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Default Re: Patch Improvements

- Why exactly should the amount of points you get be generally lowered?

Because pretenders starting imprisoned are already more powerful than a dom2 pretender, what may have become a lot more powerful with the actual base points + my options. And also because many players have said that bless strategies with imprisoned gods are overpowered in small games, and are starting to ask for nerfs, so I've reduced a little the points for the normal imprisonment.

-Also, why are you worried about people taking dominion 10, good scales and being unable to actually take part in real world events?

I'm not worried. It's just that with the "petrified + in a far away plane" option and say an Oracle you can have all scales at +3 and 10 dominion if he's allowed to have a base dominion of 4, so all players wanting a "high scales only" strategy would take an Oracle petrified in a far away plane and end exactly the same, with dominion 10. Reducing base dominion to 1 for petrified pretenders, force to make some choices even for them, they may take all positive scales at 3 and dominion 5 or go for a higher dominion but with some lower scales.
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  #8  
Old October 22nd, 2006, 05:02 PM
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Default Re: Patch Improvements

Even better, why not tell the player the name of the discovered site in the message?

Yet more:

More unit trait icons: I'm thinking of drain-immune, minor death bless, gem producers, spy ability, assassin, shape-changer etc. Almost every unusual trait should have an icon on the unit screen.

Accurate army depiction on map: There's no reason to not show every unit in your armies in the correct proportions, rather than just the most common one or two.

Better fort icons: A great city should look different from a fortified one. In an ideal world, this would extend to the map icons as well.

Jotun hurler defence boost: Is there any particular reason they have such a low defence? They only have a few shots, and then charge into battle, where they inevitably get clobbered.

Marignon mage age reduction: A fairly weak nation is made all the weaker by hobbling its priest-mages with old age.

Reworked Conquerors of the Sea: It's a fair old mess of a theme at the moment. Mixing diabolic faith and CotS was a mistake.

Reworked Black Forest: As above, but even more a mish-mash. Illuminati, vampires, villains, holy inquisitors, paladins, wolfherds, rangers, fortune tellers, ghoul guardians, zweihanders ...why? I'd remake it as a B-movie style vampires and werewolves nation, but that's just me.

I also agree with proposals 8, 9, 10, 11, 12 and 13.
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  #9  
Old October 22nd, 2006, 05:26 PM
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Default Re: Patch Improvements

Quote:
Sandman said:
Reworked Conquerors of the Sea:
I don't see it as a mistake. It takes a weak nation and gives them the more powerful magic that they need to actually survive.

Quote:
Reworked Black Forest:
The nation is horribly weak without some way to put armour on its vampire counts, and even then, is only middingly powerful. It needs earth mages.
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  #10  
Old October 23rd, 2006, 01:35 PM
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Default Re: Patch Improvements

Quote:
Sandman said:Marignon mage age reduction: A fairly weak nation is made all the weaker by hobbling its priest-mages with old age.

Reworked Conquerors of the Sea: It's a fair old mess of a theme at the moment. Mixing diabolic faith and CotS was a mistake.

Reworked Black Forest: As above, but even more a mish-mash. Illuminati, vampires, villains, holy inquisitors, paladins, wolfherds, rangers, fortune tellers, ghoul guardians, zweihanders ...why? I'd remake it as a B-movie style vampires and werewolves nation, but that's just me.
Aye aye, agreed. I'll start working on un-mishmashing mods for LA Marignon and Ulm once (if!) they fix the age commands.
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