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Old July 21st, 2008, 02:26 PM
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NTJedi NTJedi is offline
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Default Re: Patch notes

Quote:
Tifone said:
Quote:
NTJedi said:
My little force of 2 SCs fought less than 200 units... and since each game turn is a month it's more than enough time to kill 200 units.
Obviously NOT, for this game's chosemn mechanics there is NOT plenty of time in one month (or better, in just the time that the movements of one month leave to the battle) to kill 200 units if your SCs (one of which died) weren't able to do so.
Yes, and hence lies the illogical problem which needs to be fixed.

Quote:
NTJedi said:
The worst part was the enemy was routed and fleeing, my remaining SC wasn't even wounded chasing down the routing enemy... yet auto-killed because of a game turn I lost. This result is illogical and wrong.
This is a different issue we should discuss imho in a different way than the "long battle limbo" idea. I exposed the idea of routing, defeated enemies just dying regardless of the turn if they aren't able to leave the battlefield in a given time, 5 or 10 turns. Another option -while not maybe completely realistic in some other situations, for sorrounded units in fact unable to retreat and even because you won those fight anyway - was to let your SCs retreat in another province instead of disappearing. Suggestions quite more logic than changing the gameplay of all the battles negating the possibilities of reinforcements, and huge battles lasting /more/ than just a month.



[/quote]
I've been asking Illwinter for awhile to provide the auto-retreat instead of the auto-killing. Increasing the battle turns was another related issue. I would hope one of these issues is addressed within a future patch so those playing SP games and MP games can less battles where the fight is against a battlefield turn clock.

I do both MP and SP games, within my current SP game I have an enemy army of 450 troops sieging and important castle which they will storm if I don't stop them. Due to its location I only have the option to teleport 3 SCs and 1 mage(Hero- Delgnat) to try and stop them, yet here my biggest threat is the battlefield turn clock which will kill my last three golems if I fail. It's illogical for the greatest threat facing my SC golems is a game mechanic.

Quote:
Tifone said:
P.S. Really - this game has a very nice, interested, respectful community. So it just strikes me that people complain the game mechanics of battle because they don't find appropriate that a mindless SC, instead of retreating like the "minded" ones, just stops working after one month of fighting if he wasn't strong enough to win.
2 SCs with a time of one month logically should be able to kill more than a 100 units during battle. Increasing the battlefield turn limit is one option for reducing this issue. If the province cannot be conquered then either they should follow instructions of the pretender who controls them and walk back to a neighboring province OR remain in limbo above the province to attack again the next turn. Nothing justifies instant death for multiple types of mindless SCs. I've even lost non-mindless SCs to a later battlefield turn limit which also kills.


Quote:
Tifone said:
Isn't sending *more* or *stronger* SCs more appropriate and tactical and "pro", instead of asking that he is given the "limbo" advantage? ^_^ The other, surely important, issues (berserkers, slow retreating units) can't be possibly treated another better way?
Sending more SCs isn't always an available option... and SCs and armies should not be auto-killed from a game mechanic which cannot be explained if the game is later written as a story such as the AAR(after_action_reports).

Any improvement would be appreciated. Ideally an adjustable battlefield turn setting would provide the best long term satisfaction. Secondly the changing of auto-killing into auto-retreating would remove the injustice of wrongful deaths and is more logical as well.
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