|
|
|
|
|
October 20th, 2008, 02:11 PM
|
Major General
|
|
Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
|
|
Re: Suggestions for new patch
Here's another idea on my part, mages shouldn't by default cast spells that can kill them, like shockwawe if you don't have 100 SR. It's very sad when your rainbow pretender kills himself like that.
|
October 20th, 2008, 02:25 PM
|
|
Second Lieutenant
|
|
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
|
|
Re: Suggestions for new patch
Quote:
Originally Posted by thejeff
Casting communion slaves don't get reduced fatigue for their own spells. The benefit to the reverse communion comes from using the master's path boosting spells, particularly PotS & Earthpower, to buff the slaves.
|
Well, the slaves get the same +1 to paths bonus that the masters get, so this effectively reduces their fatigue (at least potentially) if the communion is large enough.
It just doesn't share out the fatigue for the slaves.
|
October 20th, 2008, 02:46 PM
|
First Lieutenant
|
|
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
|
|
Re: Suggestions for new patch
On research being the default action:
I think the answer is to make "defend" take a default action based on what the unit can do and what's there.
Mages would research.
Priests would preach if it would do any good.
Reanimators would reanimate.
These would be evaluated in order until a task was found.
|
October 20th, 2008, 02:50 PM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Suggestions for new patch
No, slaves only get the communion bonus to paths for calculating the fatigue they absorb from the master's spells.
For anything they cast on their own, they only have their own paths, plus the effect of any booster spells a master has cast.
|
October 20th, 2008, 03:14 PM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Suggestions for new patch
When I first suggested that Yomi get a gate-site, like R'lyeh, 2 years ago or thereabouts, I was thinking that it would actually lead to the Japanese spirit-world, and contain primarily different types of Japanese ghosts and spirits. Japanese have a *lot* of ghosts and spirits. Some demons would be fine too, ofcourse, but I'd rather have demons for Yomi be National summons.
Now that we're getting site summons, I'm thinking that it would be pretty awesome if someone created a map (and once one was made, they could be added to other maps) with Yomi surrounded by a bunch of provinces-say six-each one containing a site that allowed a death mage to enter and summon a different type of Japanese undead. This would not only give Yomi a boost-a balanced boost, because those provinces would still have to be captured, and defended, because others could use them too-but it would also make Yomi distinct from all other Nations.
As far as summons go, I totally agree that Yomi should get some blood summons, and maybe some undead summons too. I think it would be great if they got some unique "demon lord" types-like one for every cardinal direction.
A couple of demonic Pretenders would be nice too.
__________________
You've sailed off the edge of the map--here there be badgers!
|
October 21st, 2008, 12:07 AM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Suggestions for new patch
Another thing I'd like to see would be some kind of "charisma" or PR/Diplomacy scale (whatever seems like a good term to call it), that would affect your Nation's ability to attract heroes, since I think heroes ought to be separated out from other good events.
Bad charisma might affect the Morale of your non-Sacred units negatively-or perhaps just Independents under your command, while reducing your chances to attract Heroes, but it would also give you some kind of boost to your PD-based on your bad reputation, other Nations don't want to risk your displeasure, and because you're not worried about keeping up appearances, there's no reason not to decorate in the styles of "early crow's cage" and "Spanish Inquisition", complete with pit traps and caltrops.
A good charisma would help you get more heroes, and maybe lowers the price of Mercenaries, and possibly even Summoned creatures, but it would also give you a negative Patrol factor, since your open tourist trade allows spies and assassins easy access.
I'd also like to see some generic, non-National heroes available. Examples might include a hoburg knight, a bog beast, a wandering Titan, a knight of the Chalice, a hero from one of the wolf/bear/lion/deer tribes, or one of the Amazon independents, etc. Units specific to Dominions, in other words, but not specific to any one Nation. I think a chance of getting one of those would add more of a specific "Dominions flavor". You can already get Necromancers, etc., ofcourse, I'd just like this expanded, and the units themselves labled as actual Heroes.
This would also be a fun as a moddable feature on certain "theme" maps, where each Nation would have a chance to end up with the same map-based Heroes, while still getting their own National Heroes.
__________________
You've sailed off the edge of the map--here there be badgers!
|
October 21st, 2008, 02:09 AM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Suggestions for new patch
Quote:
Originally Posted by HoneyBadger
Another thing I'd like to see would be some kind of "charisma" or PR/Diplomacy scale (whatever seems like a good term to call it), that would affect your Nation's ability to attract heroes, since I think heroes ought to be separated out from other good events.
|
Yes, I could see some kind of spreading influence thing added to the game. A kind of "scale of influence", perhaps. Hey I know, it could be called "dominion", like the name of the game!
I always thought dominion should have a stronger effect on the game. I hope you don't mind if I rewrite your suggestions to fit the existing model.
Quote:
[Negative dominion] might affect the Morale of your units negatively, and reduce your chances to attract Heroes.
[Positive dominion] would also give you some kind of boost to your PD-based on [their fanaticism], other Nations don't want to risk your displeasure, and because you're not worried about keeping up appearances, there's no reason not to decorate in the styles of "early crow's cage" and "Spanish Inquisition", complete with pit traps and caltrops.
[High dominion] would help you get more heroes, and maybe lowers the price of Mercenaries, and possibly even Summoned creatures, but it would also give you a negative Patrol factor, since [disguising themselves as pilgrims and priests] allows spies and assassins easy access.
I'd also like to see some generic, non-National heroes available. Examples might include a hoburg knight, a bog beast, a wandering Titan, a knight of the Chalice, a hero from one of the wolf/bear/lion/deer tribes, or one of the Amazon independents, etc. Units specific to Dominions, in other words, but not specific to any one Nation. I think a chance of getting one of those would add more of a specific "Dominions flavor". You can already get Necromancers, etc., ofcourse, I'd just like this expanded, and the units themselves labled as actual Heroes.
|
What difference would it make if a unit was a hero? Currently, heroes aren't even unique the way unique summons are. A good event description would be enough IMO.
Knight of the Chalice:
"Group of peasants in a backwater province decided to join the army to get free food and upkeep. Fortunately, a wandering knight happened to hear about the nefarious plot and killed all of them. Dominion was increased."
Rare good event, requires dominion 4, gives Knight of the Chalice commander
Cyclops:
"Your miners dug too deep following a promising vein of rare metal ores and unleashed a nameless terror imprisoned under a mountain ages ago. The creature wreaked dreadful destruction and killed 1 percent of the population until a lone priest stood against him and threatened him with divine punishment. Now afraid of your power, the creature has accepted to serve you in return for his continued freedom."
Rare good event, requires dominion 8, requires Production 2, mountain or cave only, gives Cyclops with E3, creates a Mine of Superior Iron site.
Of course, similar bad events should also be made. A Cyclops freed from his imprisonment could kill 10% of the population and take control of the province if you had Misfortune.
Last edited by Endoperez; October 21st, 2008 at 02:15 AM..
|
October 21st, 2008, 05:55 AM
|
Private
|
|
Join Date: Oct 2008
Posts: 23
Thanks: 13
Thanked 0 Times in 0 Posts
|
|
Re: Suggestions for new patch
If we're talking about patching Jomon, one thing I'd really like to see is the Ninjas made a little better. They should at least be able to take out a generic indy commander without the use of magic items... given that the more common 'Assassin' can do this without difficulty.
|
October 21st, 2008, 01:39 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Suggestions for new patch
They can. I played using large amounts of ninja in one game and had a fairly high rate of success taking out non-mounted indy commanders. Mounted ones were rather a lot harder though. I may or may not have been using only ninja with one experience star plus though.
|
October 21st, 2008, 03:19 PM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Suggestions for new patch
Also, Endoperez: Using Dominion would be a nice idea, and I agree that I'd like to see Dominions have more of an effect too, but I was thinking more of a determiner of how the Nation is viewed by other Nations, in terms of morality, aggression, social freedoms, etc. This would help balance out the really powerful Nations-Mictlan, Hinnom, R'lyeh, Lanka, Niefelheim, etc-who also always seem to be really evil, too.
They might start with a malus to their "Charisma", while weaker Nations might have a plus, due to their more open and friendly characters.
I'd rather see Dominion possibly affect things like morale, population types of indies under it's control, PD, and maybe some Pretender and Nation-specific effects.
There was one post that suggested Tien Chi might grant longevity to it's mages at Dominion 10. It ultimately seems that it doesn't, but what a great idea if the Celestial Emperor granted that power at high Dom.
Titans might perhaps grant all human units an extra hp or two at very high Dom.
Freaklord might add some freaks to your Nation's PD, or allow you to recruit them directly. Vampire Queen, the same, only with vampires and thralls.Dakaina-being a sea monster-might allow you to build PD in an underwater province with 10 Dominion, etc.
__________________
You've sailed off the edge of the map--here there be badgers!
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|