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View Poll Results: Vote on the following items
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Hammers should be removed
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26 |
39.39% |
Hammers shouldn't be removed
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37 |
56.06% |
Dousing Rods should be removed
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29 |
43.94% |
Dousing Rods shouldn't be removed
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31 |
46.97% |
Gem Gens should be removed
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50 |
75.76% |
Gem Gens shouldn't be removed
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14 |
21.21% |
Bonus 30%+ Sites should be removed
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28 |
42.42% |
Bonus 30%+ Sites shouldn' be removed
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33 |
50.00% |
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December 7th, 2010, 07:38 AM
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General
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Join Date: Oct 2007
Location: Poland
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Re: Vote
Well, make a mod like that yourself. And if it's balanced and interesting enough, there is good chance QM will incorporate it in future CBM. Just talking about it will give you nothing.
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December 7th, 2010, 08:27 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Vote
It's not that simple, there are quite a number of considerations, like:
- Incompatibility with EDM's approach of all nations getting all summons
- Possible effect on balance
- My lack of modding knowledge
- My absolute lack of graphical art talent
- My aversion to be in any way in competition with CBM+EDM, on the contrary if such a mod is made and conflicts with CBM then it's not worth much IMO
I could pull such a thing off but not alone and certainly not if its only me that's interested. The way to go about it, as I see it is:
a. Determine if there's demand
b. Determine whether QM and llamabeast think this can ultimately be made part of CBM
c. Get some players who are interested to contribute to design, sprites etc.
or better yet if QM et-al convert to the cause of LESS diversity is MORE 
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December 7th, 2010, 09:07 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
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Re: Vote
In my opinion, restricting more summons to specific nations is very, very wrong.
It narrows your choices. It makes the metagame poorer. Right now, you strive to have both the beasties from Endgame mod and the Tartarians. If you cant have everything, you focus on something you can do well, but at least you have the choice.
... Not to mention that delving into non-native paths of magic is a unique and interesting part of Dominions.
Remake the most powerful summons into national spells, and you will kill this fun. Do you REALLY want to lock each nation to it's theme?
7 workers, 4 to gold, 3 to wood
4 houses
2 barracks
Upgrade Main hall
(numbers may vary)
Are you trying to make Dominions go that route, too?
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December 7th, 2010, 09:17 AM
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First Lieutenant
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Join Date: May 2005
Posts: 660
Thanks: 63
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Re: Vote
In principle the idea of restricting nations to their native paths sounds interesting, however my main concern is that it's necessary to have almost all paths in big lategame battles to have any chance. Imagine a battle between 2 armies with SCs and heavy mage support where one side has access to earth (Army of *, Weapons of Sharpness) and another only to water. The outcome is obvious. In current setup Tarts more or less balance this by providing enough diversity to support several armies, but with the 50 gems/tart with 1 level 4 path version, I fear endgame balance will shatter.
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December 7th, 2010, 09:28 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Vote
I think the secret to success in general but esp. in a game as complex as dom is not to go to extremes.
By aiming to make nations more unique I'm not planning to start a crusade against all possible diversification paths. I think it's all about the right weights, so ideally a nation would have easier (as in cheaper) access to spells and summons related to it's theme (i.e. myth and culture) while it would find it harder (more expensive) to diversify.
Dimaz, to your example, there's no one color nation (that I can think of), so it's more likely you'll see say, E+A pitted vs. W+N+S for instance. I'd imagine this would actually make battles more interesting.
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December 7th, 2010, 01:34 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Vote
Quote:
Originally Posted by Dimaz
Imagine a battle between 2 armies with SCs and heavy mage support where one side has access to earth (Army of *, Weapons of Sharpness) and another only to water. The outcome is obvious.
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Not to be pendantic, but Niefel Flames are gonna take a big old dump on your "army of" guys, and quickening can be more effective than weapons of sharpness in plenty of situations. I find a lot of the time people think things are underpowered are because they're just not playing to their strengths...
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December 7th, 2010, 04:08 PM
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Colonel
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Join Date: Nov 2008
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Re: Vote
Quote:
Originally Posted by Baalz
Quote:
Originally Posted by Dimaz
Imagine a battle between 2 armies with SCs and heavy mage support where one side has access to earth (Army of *, Weapons of Sharpness) and another only to water. The outcome is obvious.
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Not to be pendantic, but Niefel Flames are gonna take a big old dump on your "army of" guys, and quickening can be more effective than weapons of sharpness in plenty of situations. I find a lot of the time people think things are underpowered are because they're just not playing to their strengths...
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True, I love how quickening is one of the few ways to take out two squares of chaff on attack and not one. I think this double attack isn't given by the quickening boots. Am I right or not?
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December 16th, 2010, 12:57 PM
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Sergeant
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Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
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Re: Vote
Quote:
Originally Posted by Baalz
Quote:
Originally Posted by Dimaz
Imagine a battle between 2 armies with SCs and heavy mage support where one side has access to earth (Army of *, Weapons of Sharpness) and another only to water. The outcome is obvious.
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Not to be pendantic, but Niefel Flames are gonna take a big old dump on your "army of" guys, and quickening can be more effective than weapons of sharpness in plenty of situations. I find a lot of the time people think things are underpowered are because they're just not playing to their strengths...
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I think it is a combination of that, as well as group think. Group think is a terrible thing. I cannot tell you how many games have been ruined by group think, because people don't want to get out of the preconceived notions about a nation. Heck, look at Kailasa, BL, Patala. There have been a fair number of wins among those nations, but all you hear is the complaints about monkey PD (not trying to dredge that up again). If they were so bad, how are those nations getting the wins (K has 4, BL and Pat have 2 each)?
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December 17th, 2010, 07:57 AM
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Sergeant
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Join Date: Apr 2004
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Re: Vote
Quote:
Originally Posted by Warhammer
I think it is a combination of that, as well as group think. Group think is a terrible thing. I cannot tell you how many games have been ruined by group think, because people don't want to get out of the preconceived notions about a nation. Heck, look at Kailasa, BL, Patala. There have been a fair number of wins among those nations, but all you hear is the complaints about monkey PD (not trying to dredge that up again). If they were so bad, how are those nations getting the wins (K has 4, BL and Pat have 2 each)?
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Frankly, the hall of fame (and the results of multiplayer games in general) isn't the place to go to get an idea of whether or not a nation is balanced/powerful/objectively competitive, simply because of the very small sample size coupled with the fact that MP games are more often than not decided by map geography, random luck on sites and most importantly diplomacy and who fights whom when.
In the case of the monkeys for example, on paper they look like they have a great endgame (monkey PD or not) tacked on a really tough start. So if they get rushed, they lose hard - which is the time frame their dreck of a PD really hurts, too. When even the 25PD on your cap can be taken out effortlessly by 40 tribe archers... yeah.
But OTOH if their neighbours have other fishes to fry during those first few years, the monkeys probably have a decent shot at the win.
In the same vein, while everyone quite rightfully agrees Ashdod is overpowered as all getout I'd wager they'll very rarely if ever win one of the rare games in which they're not outright banned, simply because they'll immediately get ganked by a coalition of all of their neighbours LA Ermor style. Whereas an underdog nation in the very same game might unexpectedly thrive... because everyone else is busy ganging on Ashdod and leaving them alone.
(Yes, I know my sentences are overly long and convoluted  )
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December 7th, 2010, 09:47 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Vote
I would be absolutely in favour of more nations having national summons. It would be great to have thematic endgame summons for everyone.
The difficulty is the work involved. Making big sprites is quite tiring somehow. As for the coding etc, that's pretty easy. Basically, if people make a load of awesome national sprites you'd have no difficulty in finding people to write the mod code. I would certainly be happy to do it if I liked the sprites.
Making sprites doesn't really need any skill. I have no artistic talent outside of dom3, and I certainly can't draw. Sombre and Burnsaber say the same, and their sprites are amazing. What it does need, however, is a critical eye, and patience.
You don't need to worry about conflict with CBM, EDM etc. That kind of thing can be fixed right at the end. Balance, similarly, can be fixed at the end.
I would suggest that design by committee is doomed. If someone would like to go ahead with such a project, they'd have to take control. Then that person would take suggestions from other people for units, but make their own decisions as to what to actually make. You will always get a mixture of good and bad suggestions, and there needs to be some filtering.
Personally I won't be working on such a project, since the EDM rather wore me out with respect to drawing big sprites. I did make it worse for myself than it had to be though - firstly, the Wendigo and Zmey had a silly number of sprites, and secondly I had to write up my PhD in the middle of working on the mod which knocked the enthusiasm out of me for a bit (writing up a PhD will knock the enthusiasm for anything out of anyone). On the other hand I might easily be persuaded to do a sprite or two.
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