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August 14th, 2008, 03:18 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Disband mod
You're a god, not a feudal lord.
If you are good and just, you are sending them to heaven, what do they need money for, it's made of gold? If you are evil, you are consuming their essence to make you greater, that is their reward.
We're all cultists, real world reason doesn't have to factor into our behavior. :P
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August 14th, 2008, 03:39 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Disband mod
Quote:
Originally Posted by Wrana
Must say that I disagree with that. An idea of original authors that you must still feed those you have hired even if you can't find a use for them, seems quite logical.
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There is a difference b/w "can't find a use for at the moment" and "wont need ever again". If you dont need a unit ever again, you should have the option to fire/disband them. Since that option is not avialable in dom it seems fine to me that this mod just allows you to nuke them.
However, I do have to say that I always use my useless troops as chaff these days. You always need more chaff...
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August 14th, 2008, 04:42 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Disband mod
Quote:
Originally Posted by Twan
Paying mage time just to lose troops seem for me sufficient.
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It doesn't really cost you any useful mage time if you're using it after you've finished all research, in the endgame. That's the point when extra troops start getting annoying anyway. I'm a little dissatisfied with how few troops it kills per casting but haven't found a way yet to change it.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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August 15th, 2008, 03:54 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Disband mod
Well, it's half on average. So, aiming say 4 castings on the same province will only leave one man in 16 standing - fairly effective.
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August 15th, 2008, 06:04 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Disband mod
Is there some way to up the damage so it kills them all in one go?
Jazzepi
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August 15th, 2008, 06:52 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Disband mod
No. It already does silly damage, but it only actually hits half. It's based on Flames from the Sky, which just hits people "in the camp". Apparently half the people are in the camp at any one time.
If I was in an army like that, I'd never go back to the camp.
I think I tried setting the "number of effects" to greater than one, and it didn't help. If someone fancies sticking that line in again for a quick test that might be useful. But I'm fairly sure I did it.
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August 15th, 2008, 07:25 AM
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Sergeant
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Join Date: Jun 2008
Posts: 332
Thanks: 24
Thanked 13 Times in 9 Posts
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Re: Disband mod
Did you check what I mentioned, whether the AI stops casting aggressive rituals in favor of this?
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August 15th, 2008, 07:37 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Disband mod
Perhaps you can use Fire from Affar and an huge number of effects if you want to increase efficiency. IIRC in a recent game FfA killed 5 people / 7 in one of my forts, so I think the number of effect isn't limited to half the troops there. FfA + nreff 500 may eventually kill more guys than a Flames from the Sky.
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August 15th, 2008, 11:34 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Disband mod
I tried that Twan, didn't work sadly.
Poopsi - no, I've not tested this mod again since I released it. Busy times!
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