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  #1  
Old November 24th, 2006, 06:17 AM

Epaminondas Epaminondas is offline
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Default Re: The problem of low hit points on humans

Endoperez,

I don't mind an HP boost via additional levels; in fact, I have already thrown out that suggestion.

Since you have broached the topic of what is possible and what is not possible in terms of modding, can base unit stats be easily modded by a computer illiterate like me?
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  #2  
Old November 24th, 2006, 06:41 AM
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Agrajag Agrajag is offline
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Default Re: The problem of low hit points on humans

Quote:
Epaminondas said:
Quote:
Agrajag said:

'my uncle from america' is an expression, describing something obtained from dubious sources, specifically, pirated games.

If that is the case, then he was being a jack ***--pure and simple. Someone comes to a game forum looking for more information on the game before he buys it, and he is warrantlessly treated like a common thief?

WTF?

It also says a lot about the intelligence of such a person. If I actually had a copy of the full game (pirated or not) why would I be asking Endoperez and others for more photos of units that interest me--and ask other questions that clearly indicate that I do not know what happens in late-game?

But then I suppose behind the veil of anonymity online, you can throw out any kind of scurrilous accusations about someone, because you are not accountable.
Well, I did just say that's my guess as to what he thought.
Beyond that... The veil of anonymity is also a great way for someone with an illegal copy of the game to go unnoticed, and in this case make do without a manual.
Also, since the manual is one of the selling points of this game, I could see why we would not want to make manual knowledge available to those who don't pay for it.

Also, did you consider that option that Arralen just didn't see the part where you had no manual (and maybe even felt a bit upset at how lazy you are not checking the manual )


Either way I don't see why you have to get so upset, you did get your answer after all, and considering how you are just another anonymous person over here, there's no reason not to be suspicious. Other than being curteous to other people.
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  #3  
Old November 23rd, 2006, 07:55 PM

Zebion Zebion is offline
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Default Re: The problem of low hit points on humans

Why not give some heros, points of experience as their already gained,and boost them by that? Some of those heros have been fighting a long time
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  #4  
Old November 23rd, 2006, 08:30 PM
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Default Extra starting experience would make sense...

...in particular, it gives a way of distinguishing those that between veteran heroes who are unusually good mostly because of their experience (and thus who may not have that much room to improve, instead of getting 5 stars worth of additional experience and bonuses) versus those who have more innate potential (ex. the extremely lucky, the assorted spawn of philandering deities, et al).

But ordinary humans... are humans. Doesn't really matter how hardy they are when they've just been disemboweled with a trident or bitten in two by a dragon. High Defense, maybe even innate Air Shield (extreme skill at missile dodging) or if Luck were more granular rather than 50-50 always, perhaps lower encumberance reflecting staying power... most aren't walking around after being almost entirely dipped in the Styx, or bearing arms from the forges of Hephaestos, or walking around with god's blood.
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Old November 23rd, 2006, 10:29 PM
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Default Re: Extra starting experience would make sense...

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most aren't walking around after being almost entirely dipped in the Styx, or bearing arms from the forges of Hephaestos, or walking around with god's blood.
...And if they were, they'd be Pretenders. :P

At any rate, I suppose a line needs to be drawn between 'mundane' realism and 'suspension of disbelief' realism. In D&D HP is an abstraction, but just looking at the hitpoints of units in this game tells you they're not. The other RPGs people speak of are all centered on your party, so making them so vulnerable is a bad idea. In Dominions, between aging, afflictions, 'commander attack' spells, etc, it's obvious the 'characters' aren't meant to be constants to any extent.

...That's not to understate the effectiveness of an ordinary general on the frontlines with an attack-boosting item and a Wave Breaker. Just not alone. Also bring a backup general.
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  #6  
Old November 24th, 2006, 01:47 AM
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Default Re: Extra starting experience would make sense...

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UninspiredName said:
...That's not to understate the effectiveness of an ordinary general on the frontlines with an attack-boosting item and a Wave Breaker. Just not alone.
It's effectiveness is decent until you run into a holy three priest who kills him in an average of two turns (For a commander with MR 10).
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Old November 24th, 2006, 09:14 PM
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Default Re: The problem of low hit points on humans

Even for the fictional heroes who manage to defeat many enemies in direct combat, are there any pre-D&D examples of heroes who do so because of a non-magical/blessed heroic ability to survive wounds that would drop lesser men? "Wound Sustaining Man"? "Sir Hurtmenot?" "Captain Fleshwound"?

The only "high HP" genre that comes to mind is SE Asian martial arts fantasy, where semi-magic Chi powers give hyper-expert heroic martial artists the ability to survive many blows that would incapacitate lesser men, but also give them the ability to jump 30 meters in the air, and defy physics in various other ways. Edit: Still, those are mostly fights with bare hands and feet or blunt and improvised weapons. When swordsmen are defeated by martial arts masters in these films, for example, they almost always do so by avoiding getting chopped or skewered, not by shrugging off weapon injuries.
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Old November 24th, 2006, 10:15 PM

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Default Re: The problem of low hit points on humans

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PvK said:
Even for the fictional heroes who manage to defeat many enemies in direct combat, are there any pre-D&D examples of heroes who do so because of a non-magical/blessed heroic ability to survive wounds that would drop lesser men? "Wound Sustaining Man"? "Sir Hurtmenot?" "Captain Fleshwound"?

Any pre-D&D? Herakles and Achilles come to mind. I doubt they're the only ones. Oh you mentioned non-magical/blessed - the Dom3 heroes ARE blessed and/or magical and/or just HEROES.

They're NOT called militia for a reason, or are they?
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Old November 24th, 2006, 11:41 PM
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Default Re: The problem of low hit points on humans

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Hullu said:
Any pre-D&D? Herakles and Achilles come to mind. I doubt they're the only ones. Oh you mentioned non-magical/blessed - the Dom3 heroes ARE blessed and/or magical and/or just HEROES.

They're NOT called militia for a reason, or are they?
Herakles was not human -- he was half-man, half-god... and was killed with a bit of poison, not by being repeatedly smashed into the ground. He overpowered his opponents with strength, not his damage-taking ability.

Achilles was killed with a single well-aimed blow -- he had high PROT everywhere else, not unusually high HP. And if you read the classics... well, the Iliad is littered with dead heroes.
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Old November 25th, 2006, 12:52 AM
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Default Re: The problem of low hit points on humans

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Hullu said:
... Oh you mentioned non-magical/blessed - the Dom3 heroes ARE blessed and/or magical and/or just HEROES.
Only the ones marked as such, and therein lies part of the problem. Many of the heroes in Dom 3 are only somewhat better than typical commanders. I and others enjoy them that way, but they really start as people with hero potential, rather than fully-fleged heroes. Once they have experience and heroic abilities and items, they can be quite powerful, if still mortal. But with some exceptions, most of them don't appear from the start at "quite powerful" level. You have to build most of them up, and unless you embrace the challenge and risks of doing so, it's not particularly worth the time and attention, especially from a competetive standpoint when there are more powerful summons you can blink up for a small pile of magic gems.

I think the "Worthy Heroes" mod is really the right approach. The designers offer a built-in set of heroes, many of whom are just somewhat better than national commanders, and many of us find them interesting and nicely restrained in their abilities. If you want more super heroes, you can mod them in and/or use mods than do so. It's far easier to do so now in Dom 3 too because there are much nicer mod commands for heroes than there were in Dom 2.
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