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November 11th, 2007, 10:05 PM
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General
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Join Date: Jun 2003
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Re: Grossly, insanely different PD strengths
Quote:
Boron said:
Quote:
NTJedi said:
Unfortunately I doubt we'll be seeing any changes/updates to PD within DOM_3. The DOM_3 game still has Red Major Bugs which existed at the original base version and the developers haven't been around lately so they're probably working on their next project. If major bugs are not even being fixed which have been around since the games original release I'm not sure if we can even hope for PD balancing.
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Which major bugs does Dom3 have?
In earlier versions there has been the game breaking bug with the phantasmal warriors global, but that bug has been fixed.
Apart from that one i can't think of any bug Dom3 3.10 has that i would subscribe as Red Major Bug
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Check the bug thread... Major Bugs are listed in RED . As mentioned earlier most of these major bugs have existed since the initial game release.
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November 11th, 2007, 10:35 PM
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BANNED USER
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Re: Grossly, insanely different PD strengths
You want an example of a MAJOR bug that isn't fixed? How about building extras temples not increasing your dom strength for the purposes of spread checks?
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November 11th, 2007, 10:42 PM
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National Security Advisor
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Re: Grossly, insanely different PD strengths
Well, that's hardly a serious bug, it's just as if the game had an entirely reasonable alternative rule. It's just unfortunate that the manual doesn't match up with the implementation.
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November 11th, 2007, 10:47 PM
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Re: Grossly, insanely different PD strengths
I think in a game called Dominions a major dominion mechanic not working properly is pretty serious. Far more serious than a spell or unit not working. But you're right, you can still play the game. I suppose it doesn't quality as a must fix in that respect.
Another fairly big one, but not major, would be cave provinces not casting darkness.
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November 12th, 2007, 11:36 AM
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Lieutenant General
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Re: Grossly, insanely different PD strengths
Quote:
NTJedi said:
Check the bug thread... Major Bugs are listed in RED . As mentioned earlier most of these major bugs have existed since the initial game release.
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Oops . Seems i make a bad propaganda minister .
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November 12th, 2007, 10:01 PM
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General
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Re: Grossly, insanely different PD strengths
I think the solution to the monkey PD problem is to create a mod that gives them a huge killer ape named Kong as the extra 20+ PD leader.
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November 12th, 2007, 10:42 PM
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Re: Grossly, insanely different PD strengths
I vote for a three-headed monkey.
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November 13th, 2007, 02:42 AM
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Major General
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Re: Grossly, insanely different PD strengths
Monkey pirates!
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November 13th, 2007, 12:53 PM
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Re: Grossly, insanely different PD strengths
Or maybe I could get something that doesn't rout when four archers attack it. Oh, wait, they also had an idie commander.
Well that explains it.
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November 13th, 2007, 12:55 PM
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Re: Grossly, insanely different PD strengths
I'm having real trouble beating monkey PD. If only someone could tell me what kind of force beats it, over and over again.
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