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July 21st, 2008, 01:38 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Patch notes
Meh, this is such a non-issue.
Mindless units and leaders have a weakness that they can't retreat, so you need to deploy them with that in mind and avoid armies that they can't damage fast enough. I'm ok with that, that's a strategic decision when deploying golems. I'll also get screwed if a non-fire resistant SC stumbles upon a bunch of summer lions. It's just a weakness to keep in mind.
50 turns is plenty for most battles. One of the considerations for SC builds *should* be outputting enough damage, not just regenerating fast enough. If you're using a frost brand and your opponent spams you with undead - well you just got outmaneuvered.
I think it's kind of silly to complain that the turn limit isn't realistically modeling warfare. Come on guys, we're playing a game. Flying units teleport around the battlefield and can be attacked by melee, you die if you run away from an assassin, and its impossible to command your mages *not* to cast a specific spell. You plan your strategies around the boundaries of the game, it seems rather silly to carry on at length about reinforcements and how long the fights last. This is a turn based game, combat lasts 50 turns. Plan your strategies accordingly.
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July 21st, 2008, 01:45 PM
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Lieutenant Colonel
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Join Date: Jun 2008
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Re: Patch notes
It takes me ages to explain my thoughts about things. Then Baalz comes and is able to say almost everything I think better and faster than me. Life is so unjust 
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July 21st, 2008, 01:51 PM
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Second Lieutenant
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Location: Tucson Az
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Re: Patch notes
Baalz, that was perfectly put imho. Play within the parameters set before you not play with the parameters.
Although I would bump the turn limit up by a touch as the current limit is left over from previous editions of dominions and average army size has changed a bit for the greater.
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July 21st, 2008, 02:28 PM
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Major
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Re: Patch notes
In response to Baalz:
Improperly constructed and supported armies have a weakness in that they can't deal with SCs, so you need to deploy them with that in mind and avoid situations where they are a tempting enough target to use an SC on. I'm OK with that, that's a strategic decision when deploying armies. They'll also get screwed if a non-fire resistant army stumbles upon a bunch of abysians casting Fire Storm. It's just a weakness to keep in mind.
The current SC counters are plenty for most battles. One consideration for army builds *should* be dealing with SCs, not just having enough troops to absorbs 50 turns of losses. If you're using spearmen and your opponent hits you with a high-prot SC - well, you just got outmaneuvered.
You plan your strategies around the boundaries of the game, it seems rather silly to carry on at length about what has been a hallmark of the game since the days of its predecessor (the utility of SCs, which I understand has been toned down quite a bit, in fact.) This is a game that makes extensive use of SCs. There are a variety of counters to them. Plan your strategies accordingly.
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July 21st, 2008, 02:41 PM
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General
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Re: Patch notes
Quote:
Baalz said:
Meh, this is such a non-issue.
Mindless units and leaders have a weakness that they can't retreat, so you need to deploy them with that in mind and avoid armies that they can't damage fast enough. I'm ok with that, that's a strategic decision when deploying golems.
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Not retreating is fine, yet nothing justifies or explains the instant death of these units and commanders on the battlefield. As mentioned earlier a limbo state should occur which already exists as seen when using map edit commands and placing three nations within one province.
Quote:
Baalz said:
50 turns is plenty for most battles. One of the considerations for SC builds *should* be outputting enough damage, not just regenerating fast enough. If you're using a frost brand and your opponent spams you with undead - well you just got outmaneuvered.
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True and since a draw occurs between both sides either the attacker should be moved into a nearby friendly province or left in limbo on top of the province to attack again next turn.
Nothing justifies or explains the instant death which occurs.
Quote:
Baalz said:
I think it's kind of silly to complain that the turn limit isn't realistically modeling warfare. Come on guys, we're playing a game. Flying units teleport around the battlefield and can be attacked by melee, you die if you run away from an assassin, and its impossible to command your mages *not* to cast a specific spell.
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Flying units appear to teleport because the game doesn't provide a vertical map movement, dying from an assassin by retreating is another illogical flaw discussed on the forums which conflicts with historical assassinations, and mages *not* casting a specific spell is a game limitation which should be improved possibly within Dom_4 since it's too late for the current game engine and it's been requested by many gamers.
Just because the game has illogical flaws doesn't mean they cannot be improved as seen with the current game settings verses game settings from DOM_2.
Quote:
Baalz said:
You plan your strategies around the boundaries of the game, it seems rather silly to carry on at length about reinforcements and how long the fights last. This is a turn based game, combat lasts 50 turns. Plan your strategies accordingly.
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It's more with creating a more logical fantasy environment. The battlefield turn limits cause illogical and unjust retreats plus some unjust deaths. Allowing the game to evolve into a better and more realistic fantasy realm is a good thing.
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July 21st, 2008, 03:04 PM
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Major
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Join Date: Mar 2008
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Re: Patch notes
Unjust deaths of mindless automatons which could kill many mortals but have a finite time of activity? Come on!  That's among the most easily explained and logical things - if they don't have weakness in morale, they should have something else instead of it! Actually, I know a tabletop wargame which uses similar mechanism and it's quite popular.
And if Golems wouldn't have this weakness, they should be much more costly. 
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July 21st, 2008, 03:11 PM
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Major
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Re: Patch notes
Somehow I don't see a colossal fetish attacking into +10 dominion running out of juice on turn 50 of a battle and evaporating...
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July 21st, 2008, 03:20 PM
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Private
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Re: Patch notes
In an ideal world a battle that times out would result in a pseudo-seige with both armies present in province, neither side getting income or recruiting there, PD gone, each army having access to ~50% of supplies and the battle restarting on next turn. The exact units taking part in battle would depend on its place in turn order - armies present and not ordered to move away would be considered as making a distance 0 move towards the enemy, but there could be a chance for a fast army/summon reinforcing one/both side(s).
Speaking of which: what happens when a farsummon ritual is cast during a fort seige? Do the new units attack or seige? What if the walls are broken and/or the army present is set to storm fort?
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July 21st, 2008, 03:38 PM
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Lieutenant Colonel
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Re: Patch notes
I exit that discussion. It's like trying to explain why a soccer match must be won within 90 minutes. Like Baalz said, this is the rule of the game, play keeping it in mind. No, let's change it! As the shoes are becoming better, players can run for 180 minutes, this will keep the game alive for years, not its flavour. If your team doesn't have anybody in attack, but everybody in defence, the match should not finish until you have done all the goals you need to win.
You can't lose a mindless SC because of the turn limit. You can even let him with just a 1dmg attack only, firepower is a useless addition. Just keep him with high regen and defense, he must fight for possibly 200 turns in just one month, if nobody is able to kill him he should never stop working - even if being mindless gives him only the disadvantage of being unable to route and plenty of advantages.
Next thing to change: the Rituals. That's "illogic" a mage casting one ritual in one month, not a rule of the game, that's a "boundary"! You can't plan your strategy around this, this has to be changed. Mages should cast as many ritual as the PC, becoming always more powerful, lets you do before imploding.
Sorry, I just became tired of this  It just doesn't seem me this big problem, but for many is so, and still can't understand why, it makes perfect logic into the game mechanics.
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July 21st, 2008, 03:56 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Patch notes
I think there is a big skill to just withdrawing from discussions once they become tiresome
The way of the internet is that you will rarely persuade anyone to change their mind, so sooner or later you just have to agree to differ.
Personally, I think it would be good if the turn limit was 75 or 100 turns. I guess we'll see what takes the devs' fancy.
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