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  #11  
Old May 11th, 2006, 09:00 PM
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Default Re: The aging \"system\"

Quote:
Tyrant said:
I believe that there are 8 turns to a year in DomII, so that's just 12.5 years for a 100 turn game if the same scale is used in 3. At that rate it seems like very few units would really get hit by major aging effects, mostly early game lab mages.
Well we won't know for sure until after a few games... I remember playing a pirates game on the PC where as soon as your pirate captain turned 30... he'd become really crappy which forces you into retirement.(not much fun)

There might even be a way to disable aging... or a way to adjust the aging timeline... only time will tell.
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  #12  
Old May 12th, 2006, 03:08 AM
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Default Re: The aging \"system\"

It would be interesting (but stupid?) if there was some possibility of, say, an early-era game turning into a middle-era game after a while... New troops for everyone to buy, etc...
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  #13  
Old May 12th, 2006, 04:16 AM
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Default Re: The aging \"system\"

I'm sure there are some items and spells that will prevent or even reverse aging.
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  #14  
Old May 12th, 2006, 08:14 AM

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Default Re: The aging \"system\"

Quote:
Daynarr said:
I'm sure there are some items and spells that will prevent or even reverse aging.

Yeah that would be awesome. I mean there will be probably items/spells what will make your soldiers older..so...
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  #15  
Old May 12th, 2006, 03:12 PM

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Default Re: The aging \"system\"

Hmmm, I see notes there that say:

* Ageing is worse when under a death scale.
* Gift of Health halves speed of aging.
* Decay causes rapid aging.
* Aging less disastrous for long living people.


also, we know it affects stats, and either creates or affects afflictions (rates?)

* Age penalty printed among bonuses.
* Some old age stats were printed incorrectly.
* Limit on starting age afflictions = age penalty +1. [...]
* Commanders starts without old age afflictions


and if you don't like it,

* 3 new mod commands for age control.


Sill
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  #16  
Old July 5th, 2006, 01:38 PM

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Default Re: The aging \"system\"

I'm not too crazy about this aging idea. I mean, c'mon, we already have hundreds of ways a unit can die/gain afflictions without factoring in "natural causes." But maybe it will play better than it sounds on paper.
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  #17  
Old July 5th, 2006, 07:50 PM
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Default Re: The aging \"system\"

> I'm not too crazy about this aging idea. I mean, c'mon, we already have hundreds of ways a unit can die/gain afflictions without factoring in "natural causes."

Ageing will be most noticable when you get magically aged (and that is not a natural cause).

> But maybe it will play better than it sounds on paper.

Don't count on it. You will be severly annoyed when your old mighty mages get crippled from old age. BTW did I say that we like old people
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  #18  
Old July 5th, 2006, 11:32 PM

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Default Re: The aging \"system\"

I'm happy as long as the heart failure rate is factored into the cost. Hey, do women live a bit longer?
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  #19  
Old July 5th, 2006, 11:40 PM

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Default Re: The aging \"system\"

What about your pretender? If your pretender ages, well...
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  #20  
Old July 6th, 2006, 04:31 AM
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Default Re: The aging \"system\"

Do aged mages have a higher chance of recieveing a "Broken Hip" afflicition?


And will you get a nice message in the message window saying "Ferdinand the astrologer has slipped and fell in the tub and broken his hip. Unfortunately, a treatment for broken hips has not been invented at the time, and so Ferdinand will be afflicted forever"?
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