|
|
|
|
|
September 14th, 2006, 08:32 AM
|
|
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Limited randoms Vs Water nations
Reading that the new system for randoms in magic paths specialize far more each nation, I wonder how some nations will do against water nations ?
Do all nations have at least access to some water, death or air randoms for their national mages, or are some themes dependant of indie mages or their pretender to do anything underwater ? If it's the case I suggest to make water/death/air indie mages more common than indeps of other schools. If more specialized nations are a good thing, being unable with some to do anything against an ennemy water power may be a balance issue
|
September 14th, 2006, 09:08 AM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Limited randoms Vs Water nations
Quote:
Twan said:
Reading that the new system for randoms in magic paths specialize far more each nation, I wonder how some nations will do against water nations ?
Do all nations have at least access to some water, death or air randoms for their national mages, or are some themes dependant of indie mages or their pretender to do anything underwater ? If it's the case I suggest to make water/death/air indie mages more common than indeps of other schools. If more specialized nations are a good thing, being unable with some to do anything against an ennemy water power may be a balance issue
|
I haven't tested it, but Shamblers, Ichtyids, Mermen, Toad tribe warriors and other land-recruitable amphibian units help are one option available to every nation.
It could be a balance issue, but I doubt it will be more difficult than e.g. opposing Ashen Empire as, say, base Ulm. It is harder for some nations, and I don't think it's too hard for any nation, but I'm not very good at finding balance problems.
|
September 14th, 2006, 01:19 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Limited randoms Vs Water nations
While mentioning water, its important to note that water-magic no longer allows an air-breather to enter the water
__________________
-- 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!)
|
September 14th, 2006, 02:51 PM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Limited randoms Vs Water nations
Quote:
Gandalf Parker said:
While mentioning water, its important to note that water-magic no longer allows an air-breather to enter the water
|
As a secondary effect. There are still water-breathing items, but water mages can't go under water. Whew, you got me scared for a moment there, Gandalf.
|
September 14th, 2006, 03:38 PM
|
|
First Lieutenant
|
|
Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Limited randoms Vs Water nations
Quote:
Gandalf Parker said:
While mentioning water, its important to note that water-magic no longer allows an air-breather to enter the water
|
Wow - that's a big change. Invading underwater just became much, much harder, right? Especially if tough summons are also harder to get...
|
September 14th, 2006, 05:13 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Limited randoms Vs Water nations
Yes I used to love that Jotunheim culd take advantage of finding itself near water.
__________________
-- 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!)
|
September 14th, 2006, 05:29 PM
|
|
Second Lieutenant
|
|
Join Date: Sep 2005
Location: North Carolina, USA
Posts: 403
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Limited randoms Vs Water nations
Just to add my $0.02, I really hope it becomes harder for non water nations to get into the water, at least in one of the ages. The reason I feel this way, is that I remember when I first discovered Dominions. The fact that there was an Atlantis nation (I didn't know R'yleh at the time) that could build cities underwater was the coolest thing ever. The fact that the other nations have to purposefully develop strategies to get underwater themselves was very cool to me. It was Atlantis' special ability. Anyway, you won't see me complaining about changes like this.
=$=
PS -- When I found out undead armies could march underwater, that was also cool to me.
__________________
|
September 14th, 2006, 06:35 PM
|
Major
|
|
Join Date: Sep 2003
Location: Budapest, Hungary
Posts: 1,221
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Limited randoms Vs Water nations
Quote:
BigJMoney said:
Just to add my $0.02, I really hope it becomes harder for non water nations to get into the water, at least in one of the ages.
|
I agree, however if this would happen, it would need some balance. Example: it must be harder for the water nations to conquer the non water provinces. That would be perfectly balanced then.
Actually I am wondering...can we make a mod like this? I am not familiar with the Doms 2. modding.
__________________
Dominions 3. Wallpapers & Logos
-------
"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
|
September 14th, 2006, 07:15 PM
|
|
Major
|
|
Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Limited randoms Vs Water nations
Quote:
BigJMoney said:
PS -- When I found out undead armies could march underwater, that was also cool to me.
|
Ooh yeah, when I saw that scene in Land of the Dead, my Ermorian armies conquering the sea in the Cradle map popped into my head. Of course that scene makes no sense, but it was way cool-looking. I loooove taking Wraith Lords into the sea to waste those pesky tritons.
|
September 15th, 2006, 10:05 AM
|
|
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Limited randoms Vs Water nations
Hum so non death nations not only need water magic but also a water gems income (or air magic + air income or some alchemy) to begin any underwater expansion (except with amphibious poptypes, but having amphibious poptypes 1/ it's a matter of luck like having indie water mages/gems sites, 2/ doesn't give any advantage against indies like magic or the ability of using sacred troops + priests do).
It's a very big buff not only for aquatic but for death nations (and I'm not really thinking one or another needed it, but perhaps it's balanced by other factors like weaker national summons or other things we can't see before playing).
|
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
|
|
|
|
|