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October 18th, 2006, 06:16 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Patch Improvements
Quote:
Manuk said:
would you have done the same to 50 abyssian infantry?
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No, but then, quickness wouldn't be enough to allow you to survive against a horde of longdead horsemen either. We can go around in circles for ever discussing the relative merits of each of the self buff spells, but I hardly see quickness as overpowering considering that it no longer affects spell casting.
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October 19th, 2006, 03:51 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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Re: Patch Improvements
Quote:
Manuk said:
Quote:
I've killed more than 50 vine ogres in a single battle using only a dragon with fire shield. Does that make it overpowered?
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would you have done the same to 50 abyssian infantry?
(end of replys)
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And Quickness wouldn't do much of anything for you against a powerful enough a mage casting various battlefield spells. So obviously Quickness is useless, it doesn't keep them from killing you with Petrify / Disintegrate / etc.
__________________
Wormwood and wine, and the bitter taste of ashes.
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October 19th, 2006, 04:37 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: Patch Improvements
I don't think Quickness needs a nerf.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 19th, 2006, 10:17 AM
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Private
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Join Date: Oct 2006
Location: Minneapolis
Posts: 46
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Re: Patch Improvements
Well I searched but didn't find, so ...
Tooltips in Army Setup Screen!
It's a little difficult to see whether it's a javelin hurler or a swordsman - and sometimes the "swordsmen" come in 4 varieties - axe, sword, flail, shield and sword. There is no way to check which ones you have outside of right-clicking every unit right now. :/
Perhaps a tooltip that says the Unit Name + wielded equipment?
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October 19th, 2006, 10:43 AM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Patch Improvements
I distinctly remember this was one of my problems with Dominions:PPP (the first one!): units with different equipment and stats having the same name, and sprites that were either identical or so little different that they might as well have been the same. Not much changed in this department over the last few years...
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October 19th, 2006, 10:50 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: Patch Improvements
Quote:
MarcinM said:
Well I searched but didn't find, so ...
Tooltips in Army Setup Screen!
It's a little difficult to see whether it's a javelin hurler or a swordsman - and sometimes the "swordsmen" come in 4 varieties - axe, sword, flail, shield and sword. There is no way to check which ones you have outside of right-clicking every unit right now. :/
Perhaps a tooltip that says the Unit Name + wielded equipment?
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Aye, and the tooltip could include stuff like exp stars, affliction icons with the name of affliction(s) and horror mark, curse etc
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 19th, 2006, 11:58 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Patch Improvements
Quote:
thejeff said:
Fever Fetish is still the same cost, but it no longer works on undead. So you actually have to disease a commander to get the benefit.
Of course, you could just start an old age fetish farm of your already diseased commanders.
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Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ?
That change is useless and will just add stoopid mm !!
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October 19th, 2006, 12:38 PM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Patch Improvements
Quote:
PDF said:Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ? That change is useless and will just add stoopid mm !!
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Is there are reason why the items of the diseased should not go back to the lab?
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October 19th, 2006, 01:02 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Patch Improvements
Quote:
Chazar said:
Quote:
PDF said:Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ? That change is useless and will just add stoopid mm !!
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Is there are reason why the items of the diseased should not go back to the lab?
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Yes, that would have been a welcome change instead ! Note that I didn't test if it has changed BTW...
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October 19th, 2006, 01:02 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Thanked 133 Times in 117 Posts
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Re: Patch Improvements
Well, I think that was the original intent of the Fever
Fetish.
It doesn't really make sense that undead can get diseases, but have no ill effects from them and still generate gems with Fever Fetish.
I do like the idea of items of dead commanders in lab provinces going back the lab. Probably not if they died in battle and maybe not if they're killed by range spells (Flames/Fire from the Sky, Seeking arrows etc), but someone dying of disease should be able to prepare a little bit.
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