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  #1  
Old July 21st, 2008, 08:25 PM
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Default Re: Patch notes

uhuh Jim ^_^
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  #2  
Old July 22nd, 2008, 12:32 AM

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Default Re: Patch notes

I vote against increasing the turn limits. I *hate* SC's.
While we're ranting:

A. I really wish strategic spells did more. Hurricanes <ho hum>. Rain of Toads - big deal. Frankly its a design flaw when accidents of nature <random events> are FAR worse than most spells.

Proof: Whens the last time you heard of someone winning by casting economic spells?

B. Same argument, different verse.
Fires from afar = ridiculous waste of gems, most of the time.

Proof: Various wants and scepters will allow you to destroy turn in and turn out MUCH more than any fires from afar ever will.

The game would be *much* more interesting if there were more spells that could be used on a strategic basis. Call of the wild, call of the winds, are marginally useful.

How about things like: Bad weather delays attack (winter spell that prevents movement into or out of a province).
Ice Storm - makes one sea hex passable due to an ice bridge.

Dysentery: Spell that afflics 22+ units with dysentery. It reduces map move by 1.

New Action by bards: Investigate rumors. Each turn there is a cumulative chance of uncovering a hero.
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  #3  
Old July 22nd, 2008, 01:30 AM
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Default Re: Patch notes

I'm getting tired head on this post.

For the record, I would remove the turn limit completely. We all have modern computers. Let them fight it out till the end.
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Old July 22nd, 2008, 09:29 AM

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Default Re: Patch notes

Quote:
Lingchih said:
I'm getting tired head on this post.

For the record, I would remove the turn limit completely. We all have modern computers. Let them fight it out till the end.
There has to be some kind of limit. Given fast enough computers it can be arbitrarily large, but it is possible for a battle to reach a stalemate (2 SCs with high regen and reinvig, but only weak attacks, or attacks that the other is immune to, say both with 2 shields and trample) Even the fastest computers do not finish infinite loops quickly
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Old July 22nd, 2008, 09:59 AM
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Default Re: Patch notes

Meh, SCs are one of the funniest things of this game ^^
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Old July 22nd, 2008, 10:11 AM
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Default Re: Patch notes

Didnt read the enitre thread, so if anyone alreadya nswered this, sorry:

Any turn processing speed improvements? Im still playing mostly dom2 as dom3, even with minimal graphics, is still too slow for my notebook, and i most play in it as im constantly traveling...
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Old July 22nd, 2008, 10:26 AM
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Default Re: Patch notes

No word on speed improvements. Just on the basis of the progress page. The attempt at speed improvement with the 3.17 patch did not succeed because it caused a fatal crash and had to be removed.
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Old July 22nd, 2008, 01:33 AM

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Default Re: Patch notes

Chris_Byler:

Mindless tag is really good thing for many situations. Especially great against nature nations [charm]. The only stupid thing is that it vanishes without any reason at tutn50.
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Old July 22nd, 2008, 02:20 AM
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Default Re: Patch notes

Quote:
chrispedersen said:
I *hate* SC's.

SC's have existed throughout fantasy history... everything from the ancient story of Beowulf to Superman to even Lords of the Ring !! If the SCs are removed from these stories, there's not much remaining. If you prefer games without SC's you'd have to lean towards games which are purely military historical with not even a tiny spice of fantasy... yet these games still have thug types.
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Old July 22nd, 2008, 03:21 PM

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Default Re: Patch notes

Quote:
NTJedi said:
Quote:
chrispedersen said:
I *hate* SC's.

SC's have existed throughout fantasy history... everything from the ancient story of Beowulf to Superman to even Lords of the Ring !! If the SCs are removed from these stories, there's not much remaining. If you prefer games without SC's you'd have to lean towards games which are purely military historical with not even a tiny spice of fantasy... yet these games still have thug types.
I didn't say I hated hero's and anti heroes, or characters.

I hate SC's. To be specific, Dominions(x) implimentation of battlefield heros.

Why? Hmm.. because there doesn't seem to be anything *heroic* about them. The game doesn't set up as a MMRPG; its more spreadsheet and battle tactics. Were it otherwise, I would strongly enjoy them. We argue whether frost brands are more effective than fire brands due to the 2 extra pts of damage....

Why? Because we have 8-10 army units - each supposedly crafted to reflect their nations strengths and tastes. And yet uniformly all but 1-2 of them are pointless in just a few turns.

Why? Games, like theatre, involve a suspension of believe.
We play in a certain fantasy world - with a certain map.
As part of those rules - we are told that these nations exist, and their militaries are primarily composed of these units.

You can imagine a history of military combats - of battles won and lost. Only you can't. Because those army units would never exist. Nations would have evolved SC's - not army units.

The logical disconnect - the loss of 'suspension of disbelief' is irritating. Its like interrupting the writing of Xanadu, or more prosaicly, someone interrupting your favorite TV show. Every time I play.

Now THAT would be an interesting Mod.
A Mod where there were no army units - only starting SC's, and starting equipment you could make. Starting spells.
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