.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old February 27th, 2012, 09:07 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Ulmish Drain magic spell

Drain Magic only works for 9 turns. I think the total fatigue it gives is 45, maybe slightly higher. Obviously it is fairly powerful but it's meant to be a key spell for the nation.

Balancing Ulm is difficult - it's easy to make them strong in the early game (which it seems CBM has possibly overdone), but keeping them competitive later on is very difficult. Drain Magic is an attempt to help with that.

In the next release the following changes are planned:

- Change the H3 Blessing of Iron spell. Either make it H4 or make it require research.
- Remove the 50 resource capital site.
- Do something with the national Forge spell. Probably remove it.

I think those changes will make quite a big difference in moving Ulm back into the middle of the power spectrum. The Blessing of Iron spell is probably the worst culprit in making them currently a bit OP.

Also, fair point about LA Man, but the last couple of patches have added content and buffs to most of the weaker nations (including Eriu to some extent), so I think LA Man is the exception rather than the rule. The trouble with LA Man is I can't figure out what the theme is. It just seems dull.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #2  
Old February 27th, 2012, 09:48 AM

bbz bbz is offline
First Lieutenant
 
Join Date: Dec 2010
Posts: 624
Thanks: 34
Thanked 23 Times in 18 Posts
bbz is on a distinguished road
Default

Quote:
Originally Posted by llamabeast View Post
Drain Magic only works for 9 turns. I think the total fatigue it gives is 45, maybe slightly higher. Obviously it is fairly powerful but it's meant to be a key spell for the nation.
I see so it should work like rigor mortis. I assume 10AN damage and 50% chance of getting hit by it. Although when I tested it on turn 7-8 of the battle with of force of 60 undead units 90% fo them were with fatigue 100+ most of them 120-30 and some of them 177,150 etc. Out of 60 I had 5ish units with 20 or less fatigue 10 with 50+ reaching 90s. and the rest had fatigued out some taking damage from fatigue(thats at the end of the spell)



Can I make a suggestion: can the damage be changed from 10AN to 10-15 normal damage(subject to tweaking) this way the spell can take care of the chaff units wheres your troops buffed by the standard (for everyone) weapons of sharpness buff can take care of the elite units the enemies has. (if the damage is normal you will still do 20ish fatigues to most units I think or at least judging by the way the spell behaved) and the more so on lightly protected targets. This give the opponents a chance to counter it by casting Army of X. or spells that buff prot. Hence you have a counter to the spell and its not too powerull late game but its still usefull against masses of chaff early on.

Reasons for my suggestion: Ulm also hasn't got a huge reason to for construction 7-8 since it has most of the gear that it needs.(well as much as other nations) since it has the means to deal with elite units of other nations easily via this spell. and since it has the forge. (well lets say less reason than most nations)
So all they need to deal with the elite units (witch come for other nations rather late) is this spell. so they have the counters before the threat has come(which is not good I think since it gives ulm time to creat threats before the other nations even think of getting a counter for it).


P.s Observation: luck didnt seem to counter the fatigue damage.

P.s also if its meant to be a key spell for the nation why the research for it is lvl 4?(Agartha gets its key spell at level 9 and most other nations get them lvl7-8-9)

Also I Like the Idea of the blessing requireing H4 rather then research since in a late game battle it is equial to 5-6 castings = 5-6 mages not casting legions of steel and casting evoc. so I think it will be fairly powerfull even if you move it to higher research.(5-6 casting less per army freeing your mages to cast other earth buffs) or evoc. If you make it H4 then only a prophet with crystal shield can cast it. But crystal shields are easily obtainable for ulm. Or if the games goes on till late late game you can use one of the holy-boosting artifacts to field 2-3 armies with this buff on.(hence it gives a reason for ulm to use holy arifacts(which is quite thematic aswell))

Last edited by bbz; February 27th, 2012 at 10:18 AM..
Reply With Quote
  #3  
Old February 27th, 2012, 12:56 PM

Torgon Torgon is offline
Sergeant
 
Join Date: Jan 2011
Posts: 253
Thanks: 4
Thanked 8 Times in 3 Posts
Torgon is on a distinguished road
Default Re: Ulmish Drain magic spell

Quote:
Originally Posted by llamabeast View Post
The trouble with LA Man is I can't figure out what the theme is. It just seems dull.
I've always just taken the theme to be the coming of the modern world and the end of magic. Basically, the natural ending point for LA Man is the modern human world.

Not sure how exactly this then translates to potential buffs for the nation. In a game like dom where magic is king, how do you buff a nation centered around the death of magic?
Reply With Quote
  #4  
Old February 28th, 2012, 10:19 AM

Kobal2 Kobal2 is offline
Sergeant
 
Join Date: Apr 2004
Posts: 285
Thanks: 3
Thanked 19 Times in 13 Posts
Kobal2 is on a distinguished road
Default Re: Ulmish Drain magic spell

Quote:
Originally Posted by Torgon View Post
Not sure how exactly this then translates to potential buffs for the nation. In a game like dom where magic is king, how do you buff a nation centered around the death of magic?
I'd love to see a reverse gem gen global for them: as long as it's up, every nation loses X gems of each type every day. Unleash the Curse !

Sadly out of the realm of available modding AFAIK, but it'd be such a cool trolling spell
__________________
Anything wrong ?
Blame it on me - I'm the French.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:17 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.