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November 1st, 2007, 06:38 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Thanked 22 Times in 22 Posts
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Re: slowing research
I've gone ahead and generated an example of this mod (gave me a nice excuse to play with Emacs macro system).
You may want to tweak the research malus, though: my value of -100 means 'nobody will ever have more than 1 research point in all reasonable circumstances', but you might want to go with -20 or so if you want powerful mages to get some research (with the relevant items).
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November 1st, 2007, 08:02 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Thanked 6 Times in 6 Posts
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Re: slowing research
Thanks Alneyan! Ill use your mod whitout changes since a 1 reserch point per mage is what i want... tonight ill give it a try and tell you afterwards if it worked the way i want...
Thanks again!
BTW: would this mod work in Dominions 2 too? I only play Dom3 in my main machine because of turn processing times, but Dom2 is a little lighter and i sometimes play it in my notebook when im traveling... i would love to use your mod in Dom2 too..
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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November 1st, 2007, 09:29 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Thanked 22 Times in 22 Posts
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Re: slowing research
The same idea should work for Dom 2. However, there are fewer unit IDs in Dom 2, so I don't think the mod would work out of the box. If someone knows the maximum unit ID in Dom 2 (I *think* it's around 1500, but I'm no Edi), we're out of the woods.
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November 1st, 2007, 10:26 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Thanked 6 Times in 6 Posts
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Re: slowing research
just tested the mod and it works well, both in dom3 and dom2 without needing any changes...
now I finally can play humongous maps without a too fast research rate...
thanks again!
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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November 3rd, 2007, 09:40 PM
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Private
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Join Date: Nov 2007
Posts: 18
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Re: slowing research
I just play with money ,resources, magic sites, and supplies turned way down. Now you can't afford the upkeep for a lot of researchers and therefore the whole game slows down. smaller armies as well. easier to micromanage and pay attention to each individual troop. I find this more fun and RPGish. I hate making waves and waves of troops that I care less about and just send them into the grinder.
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November 4th, 2007, 12:46 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: slowing research
Lord_Drakken:
But once you get to summons they get really more powerful than tiny armies.
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November 4th, 2007, 12:56 PM
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Private
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Join Date: Nov 2007
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Re: slowing research
Not to put a fine point on it but if you read my post I also decrease magic sites propotionately with my other decreases. Not many gems to work with in my games. therefore fewer summons to fight.
You have to keep it proportionate to make all different strategies viable. also with the slowed research the summons dont become very powerful until very late in the game.
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