|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 07:51 AM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Oct 2003 Location: Helsinki, Finland 
						Posts: 5,425
					 Thanks: 174 
		
			
				Thanked 695 Times in 267 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 
	Quote: 
	
		| Zeldor said: Another thing is mindless commanders vanishing at turn50. That is not funny.
 
 |  Has been explained in the bug discussion thread. It's WAD and it's going to stay that way. Just how many mindless commanders are there? The golem? With the golem it is, as per the bug discussion thread explanation, thematic. The soulless from Army of the Dead? Those two are the only ones I can think of.
 
If someone happened to use the Life After Death spell to get upkeep-free soulless mages and lost those to rout, it can also be interpreted as the magic keeping them around as soulless puppets unraveling due to being overstrained. Exceptions can't be coded for every specific instance, so people are just going to have to live with it.
 
	Quote: 
	
		| Zeldor said: Many battles just deserve to be resolved on battlefield, not by some virtual turn limit that forces whole army to spread into neighbouring provinces.
 
 |  So let's say the turn limit is raised to 75/100, which is about the most realistic we could expect. Does this alter the situation at all? Not much, and there must still be a way to resolve a combat that does not stretch to infinity. The salient point is that every player is expected to bring enough resources to bear to actually finish things and if they don't, then it's too bad for them. |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 07:55 AM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Oct 2007 Location: Poland 
						Posts: 3,414
					 Thanks: 26 
		
			
				Thanked 73 Times in 49 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 Edi: 
I will have to talk with KO about that when I have a chance    And yes, it means the Golem, the easiest alternative to Tartarians. The SC of choice for earth nations. I also think that gargoyle is mindless.
 
And yes, 25 turns more will change a lot. Probably resolve 75% problems with losing because enemy routed too fast etc. |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 08:04 AM
			
			
			
		 |  
	| 
		
			|  | Lieutenant Colonel |  | 
					Join Date: Jun 2008 Location: Florence, Italy 
						Posts: 1,424
					 Thanks: 740 
		
			
				Thanked 112 Times in 63 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 I still don't understand why should it be raised but if the devs think it's necessary I will of course adapt even if not understanding    Long life to pacific solutions - Peace at you Zeldor    (I think KO reads our threads and makes his consideration by himself?    but good luck with it, what else can I say)
				__________________ IN UN LAMPO DI GLORIA! |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 08:21 AM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Feb 2007 
						Posts: 5,463
					 Thanks: 165 
		
			
				Thanked 324 Times in 190 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 I think the arguments as to why it should be raised are fairly clear. I don't mind it that much but there are definitely pros and cons. |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 08:37 AM
			
			
			
		 |  
	| 
		
			|  | Lieutenant Colonel |  | 
					Join Date: Jun 2008 Location: Florence, Italy 
						Posts: 1,424
					 Thanks: 740 
		
			
				Thanked 112 Times in 63 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 I don't want to sound an unrequested "adviser" or "i-am-the-smart-guy". But a (humble and just one of the possible ones) solution came maybe to my mind, so I'd like to expose it at the attention of you experts for any comment - stone me alive if you wish    .
 
Wouldn't it be nice if, regardless of the turn, when the whole enemy army has been routed (the "The armies of XXX has routed"), it has, let's say 5 or 10 more turns to retreat all the units, and then the ones remaining on the battlefield of the defeated side - the slow, fatigued ones, the mindless, the phantasm, the unretreating ones, the immobiles - disappear? They didn't make it, they were unable to rout or "out of autonomy", so the winning army and even the paesants of the nation killed/dismantled them? 
Wouldn't it be logical and resolving all the problems you have with turn limit?
 
I feel in real discomfort suggesting things that might take too much time to the devs to implement, or changing the gameplay (that I really like). 
But if you guys think at this issue as a problem, maybe this needs to be repaired someway, and imho this one could be a nice, logical solution which doesn't create endless battles (sorry, an hyperbole to talk about the 200! turns long battles someone talked about)
 
Peace, with humility your friend Tifone
 
				__________________ IN UN LAMPO DI GLORIA! |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 08:41 AM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Oct 2007 Location: Poland 
						Posts: 3,414
					 Thanks: 26 
		
			
				Thanked 73 Times in 49 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 Tifone:
 The problems is that maybe it would be better, but we should make reasonable requests for devs. Increasing turn limit is easy. Changing mechanics take a lot of time and we can get many other things coded instead.
 |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 09:08 AM
			
			
			
		 |  
	| 
		
			
			| 
 Captain |  | 
					Join Date: Oct 2003 Location: Finland 
						Posts: 883
					 Thanks: 14 
		
			
				Thanked 11 Times in 9 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 This talk about increasing turn limit by some fraction reminds me of Murphy's Law. Anyone know why the lost thing is always in the last place you look into? Because you stop looking afterwards. Why some stuff appears to always happen in conjunction with something else totally unrelated? Because you only make the mental note when the conjunction happens, not when it doesn't.
 My point being, if the limit would be set to 75/100 it wouldn't do much. Soon people would complain it's too little since they always remember the instances when there was only two crippled guys fleeing too slowly, or something. Seriously, if berserking thugs without a fear aura or area effect weapons kill chaff for 75 rounds, they've caused huge amounts of damage. Maybe they just drop dead from exhaustion after that, but surely they've done a lot. Killing opponent's thugs by flooding them under your own dead corpses is costly and really last-ditch effort, not something easily and cheaply done (like those blessed giants with minimal gear).
 
 With Golems, well, their mindlessness status makes them immune to so many conventional Bad Stuff, that they might get some malus.
 
 Anyway, my opinion in a nutshell: let the little guys accomplish also something. But people can and will disagree, it's probably just a matter of opinion.
 
 EDIT: Oops didn't notice a new page of posts. Meza green! Anyway, given the examples, it would seem to me that there is a huge focus on defences in those thugs. Shouldn't they try to put some into, you people know, offence too? Shouldn't be a surprise they can't take big armies by themselves, they're just holding back.
 
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 08:43 AM
			
			
			
		 |  
	| 
		
			|  | Lieutenant Colonel |  | 
					Join Date: Jun 2008 Location: Florence, Italy 
						Posts: 1,424
					 Thanks: 740 
		
			
				Thanked 112 Times in 63 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 Twan - I take your point. You sent your SC to slaugthering the enemies in a province, he is in the good position but the time ends. The month is finished and he didn't kill everybody. If this game was having a system in which a province can has an ingoing battle on, this should be this way. But this is not the case at all. So, should your werewolf be closed with the enemy army in an endless limbo where he can kill everybody in all the time he wants, and the enemy being unable to receive reinforcements for all 100 turns (which is the double of the current battle-time)? mmh. It doesn't seem the solution to me. neither mine is very valid in this situation, I admit, but neither the limbo one. So? We don't have a solution. Maybe someone else has one in mind? 
				__________________ IN UN LAMPO DI GLORIA! |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 08:58 AM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Mar 2007 Location: Japan 
						Posts: 3,691
					 Thanks: 269 
		
			
				Thanked 397 Times in 200 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 
	Quote: 
	
		| Tifone said: ... You sent your SC to slaugthering the enemies in a province, he is in the good position but the time ends. The month is finished and he didn't kill everybody. If this game was having a system in which a province can has an ingoing battle on, this should be this way. But this is not the case at all. So, should your werewolf be closed with the enemy army in an endless limbo where he can kill everybody in all the time he wants, and the enemy being unable to receive reinforcements for all 100 turns (which is the double of the current battle-time)? mmh. It doesn't seem the solution to me. neither mine is very valid in this situation, I admit, but neither the limbo one. So? We don't have a solution. Maybe someone else has one in mind?
 
 |  One suggestion was for attacking armies to retreat to a random neighboring friendly province when the "battle timer" runs out, instead of just evaporating in a puff of bodily vapours.  That's only for awake, mobile units in the attacking army, of course, and only helps if you have a province to retreat to.  And it doesn't do much to help VoD.
				__________________Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php? |  
	
		
	
	
	| 
			
			 
			
				July 21st, 2008, 08:47 AM
			
			
			
		 |  
	| 
		
			|  | Lieutenant Colonel |  | 
					Join Date: Jun 2008 Location: Florence, Italy 
						Posts: 1,424
					 Thanks: 740 
		
			
				Thanked 112 Times in 63 Posts
			
		
	      |  |  
    
	| 
				 Re: Patch notes 
 Zeldor, 
	Quote: 
	
		| Tifone said: I feel in real discomfort suggesting things that might take too much time to the devs to implement, or changing the gameplay (that I really like).
 
 |  quoting myself, what a pity ^_^ 
I'm one for asking reasonable things ONLY to the devs. But asking them to change the somehow realistic gameplay of all the battles, because now has its flaws in some situations you pointed out, in a imho LESS logic and realistic way, just seems weird. 
I see I'm the minority, I am not playing the devil's advocate. I just defend the way the game works and suggesting that maybe a more logical solution is possible.
				__________________ IN UN LAMPO DI GLORIA! |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |