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November 4th, 2006, 12:02 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re: Patch Improvements
Some changes / options on global slots would definately be nice, especially since some themes like Carrion Woods are now globals.
__________________
Wormwood and wine, and the bitter taste of ashes.
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November 4th, 2006, 12:13 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re: Patch Improvements
Could we please get some sort of normalization of home provinces, at least as an option? IE, something to minimize the effect of the number and quality of neighboring provinces, so that lucky/unlucky determination of neighbors doesn't supercharge/screw a player.
Example of why this would be nice : in a current game, I went with a strategy involving capitol-only sacred troops. Accordingly, I took a starting dominion of 7, to maximize how many I could recruit. But with only 3 neighbors, all of which are exceptionally crappy (total population, less than 14,0000, total resources 38) I wind up with my home province, even with the 50 admin fortification almost everyone starts with, having a grand total of _88_ resources. As far as recruiting / using those sacred units, I might as well have taken a starting dominion of 2 or 3.
So - something that said, "OK, every capitol should be able to pull in 200 resources (modified by productivity/sloth) after capturing all neighboring provinces" would be a huge equalizer - if said province has 10 neighbors, each neighbor gives 1/10th of 200. If there's only 2 neighbors, each gives 1/2 of 200.
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Wormwood and wine, and the bitter taste of ashes.
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November 4th, 2006, 12:18 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, Home provinces
Edit : Double Post
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Wormwood and wine, and the bitter taste of ashes.
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November 4th, 2006, 12:28 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Patch Improvements, Home provinces
There are maps that are balanced so that a games outcome can be more assured to be strategy rather than luck.
I recommend Fourmaggedon
http://www.shrapnelcommunity.com/thr...=6&o=7&fpart=1
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 4th, 2006, 01:15 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: Patch Improvements, Home provinces
I think a map command #nostartif (a number) would be a good idea (making nostart all provinces with fewer than x neighbours). Many mappers have tried to solve the problem with manual nostarts, but in most cases some provinces are forgoten, making the balance worse for the unlucky starting there.
If you want maps with good start locations I've made a map file with 4 neighbours mini for Glory MP, and for cradle the last map file for dom 2 should be used, instead of the one given with dom3.
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November 4th, 2006, 01:20 AM
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Sergeant
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Join Date: Oct 2006
Posts: 238
Thanks: 0
Thanked 11 Times in 3 Posts
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Re: Patch Improvements, Home provinces
I'd like to see Rejuvenate remove afflictions when you get below the old age threshold.
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November 4th, 2006, 02:38 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
Thanks: 18
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Re: Patch Improvements
Quote:
Cainehill said:
Some changes / options on global slots would definitely be nice, especially since some themes like Carrion Woods are now globals.
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I'd suggest a separate pool for these "national globals" that does not require them to compete with the globals as we knew them in Dom2, or with each other. That is, the national globals should be Dispell-able but should not have to worry about getting overwritten by globals (either of the "old school" or the new variety).
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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November 4th, 2006, 02:40 AM
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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
I really like the idea of having those spells sit separately from other global spells. As it stands, five globals seems like nowhere near enough for 21 separate nations.
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November 4th, 2006, 02:53 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Patch Improvements
I also like it.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 5th, 2006, 10:54 AM
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Sergeant
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Join Date: Nov 2003
Location: Fürth, Germany
Posts: 384
Thanks: 8
Thanked 16 Times in 2 Posts
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Re: Patch Improvements
Nation pool for AI nations
Instead of completey random nations, allow us to 'enable' or 'disable' nations for the AI. This would make it possible to disallow water nations or AI-unfriendly nations like Mictlan, while still having the surprise to find out which specific nation is selected.
E.g.:
- Choose 'random' for AI nation
- A window appears with the nations listed
- By clicking you switch between greyed-out (not in pool) and normal (in pool)
- AI randomly selects one of the enabled nations
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