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  #781  
Old January 19th, 2006, 06:46 PM
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Default Re: Polythesim

Quote:
Saber Cherry said:I want to play as Greece, with lots and lots of gods. But for tough battles, they can merge to form the giant robot OLYMPUS-X and shoot plasma beams!
LOL... you sure you're really from Japan and not some American otaku wannabe?

Quote:
New Building Types for Dominions_3
Somehow I get the feeling the devs will think "Repeat after me, Dom is not Civ, Dom is not Civ..." Not to say it's a BAD idea though... just something I *personally* doubt the devs would care for, not knowing them myself, so go ahead and suggest away, just ignore me, etc etc etc...
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  #782  
Old January 19th, 2006, 08:41 PM
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Default Re: Polythesim

The building suggestions have nothing to do with Civilization... personally I never played CIV_4. Simply the fact that Dominions is a game series which provides great content. I'm suggesting we increase the building content... because currently we only have 3 buildings to build... temple, castle-type, laboratory. Just trying to add more content.

New Building Types for Dominions_3

Healing Shrine: Same as a unit which does the command healing... basically any units in the territory have a percentage chance of getting afflictions removed.
Building Cost: 1500 gold
If not a building which can be built at least a random magic site.

Athenaeum: Any units researching here will get +2 research bonus. Building Cost: 700 gold

Armory Hall: Castle gets +20 Defense, units defending castle get +1 defense during siege. Towers get increased accuracy +2 and increased damage +2. Building Cost: 300 gold

Granary: Food supply storage increases +200 and +1 morale for defending units. Building Cost: 220

Marketplace: Resources +70, +2 gold for each gem alchemized into gold. Building Cost: 280


For some good humor check out the comment in the next post
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  #783  
Old January 19th, 2006, 10:24 PM
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Default Re: Polythesim

Site searching, spellcasting and item forging are the 'buildings' of Dominions.
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  #784  
Old January 19th, 2006, 11:38 PM
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Default Re: Polythesim


Some more buildings to make would be kinda nice.
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  #785  
Old January 20th, 2006, 05:32 AM
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Default Re: Polythesim

Yes, more buildings would be cool.

Or if not, it would be great to make new buildings moddables.
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  #786  
Old January 20th, 2006, 05:55 AM
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Default Re: Polythesim

Quote:
In another thread, NTJedi said:

This is one of the main reasons Dominions_3 needs to have a method which allows players to disable/enable spells and items. Thus if something is broken or unbalanced in the game players can remove this before they start.
Commanders may have a backpack (or equivalent) to store items they find or just carry some from one place to another.
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  #787  
Old January 20th, 2006, 07:21 AM
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Default Re: Polythesim

More buildings will be nice.
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  #788  
Old January 20th, 2006, 08:02 AM
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Default Re: Polythesim

Quote:
Olive said:Commanders may have a backpack (or equivalent) to store items they find or just carry some from one place to another.
I'd rather wish that they had (invisible) servants to carry items for them to any other commander or the lab! (with time depending on the number of provinces the target is away, where own provinces count 0.45 turns, calculated at point of sending for simplicity)

Honestly, I believe that sending items to/from specific commanders via a simple button could seriously reduce micromanagement! (but didn't someone propose this before?) It would beeven better if you could designate the target commander already at the time of forging ("forge & send"-order), with a greyed-out item showing in the target's commanders inventory if he/she/it is to receive an item.
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  #789  
Old January 20th, 2006, 08:05 AM
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Default Re: Polythesim

Quote:
NTJedi said:Granary: Food supply storage increases +200 and +1 morale for defending units. Building Cost: 220
Wouldn't that ultimately defeat the Wizard's tower in favour of a mad-castled Watchtower?
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  #790  
Old January 20th, 2006, 09:11 AM

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Default Re: Polythesim

I disagree that more buildings would be nice. Buildings are really hard to turn into interesting strategic decisions. Most of the time you are just solving a more or less complicated mathematical equation to see if the building is worthwile.

Once you have done that, buildings just add another layer of micromanagement.

But the ability to mod buildings would be nice!
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