.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old March 3rd, 2012, 08:52 PM

parone parone is offline
First Lieutenant
 
Join Date: Jan 2012
Location: southern maine
Posts: 734
Thanks: 61
Thanked 12 Times in 8 Posts
parone is an unknown quantity at this point
Default castle construction

im sure this has been asked 100 times, but does having more than one leader working on a castle speed up construction?

i have been using multiple barbarian leaders to do my building, but im not sure it makes any difference.
Reply With Quote
  #2  
Old March 3rd, 2012, 09:23 PM
Soyweiser's Avatar

Soyweiser Soyweiser is offline
Colonel
 
Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
Soyweiser is on a distinguished road
Default Re: castle construction

nope
__________________
I'm acting like a high school girl /\
Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
Reply With Quote
The Following User Says Thank You to Soyweiser For This Useful Post:
  #3  
Old March 3rd, 2012, 09:51 PM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: castle construction

The only way to build a castle faster is to use a spell that creates a castle instead. Or to get "lucky" and have an event create a castle in the same province as you were already building one....
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
Reply With Quote
  #4  
Old March 4th, 2012, 04:12 AM

Knai Knai is offline
Sergeant
 
Join Date: Dec 2009
Posts: 329
Thanks: 33
Thanked 12 Times in 12 Posts
Knai is on a distinguished road
Default Re: castle construction

Quote:
Originally Posted by rdonj View Post
The only way to build a castle faster is to use a spell that creates a castle instead. Or to get "lucky" and have an event create a castle in the same province as you were already building one....
Events are one method, site searching another. There are a handful of sites that provide fortresses that are not immediately evident.
Reply With Quote
  #5  
Old March 4th, 2012, 07:57 AM

parone parone is offline
First Lieutenant
 
Join Date: Jan 2012
Location: southern maine
Posts: 734
Thanks: 61
Thanked 12 Times in 8 Posts
parone is an unknown quantity at this point
Default Re: castle construction

i can just imagine two of my three barbarian cheifs sitting around sharpening their broad swords while peasants build my castles saying, "can you beleive he thinks it takes THREE of us to do this? what an idiot."
Reply With Quote
  #6  
Old March 4th, 2012, 01:14 PM

elmokki elmokki is offline
Second Lieutenant
 
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
elmokki is on a distinguished road
Default Re: castle construction

Well, while there are things that don't make sense in terms of realism in castle creation, not speeding castle building up by having more commanders build it totally makes sense.

I mean, it's not like you double the hours spent working on the castle by having two commanders build it instead of one. By all logic the ones doing the actual building are people living in the province / neighbouring provinces / your soldiers. Your commander is just supervising that all goes according to plans.

If you wanted realism, if anything, castle production speed should probably be dependant on amount of available workforce and resources on the province or neighbouring provinces. Building a castle in the middle of a huge barren desert should probably take ages compared to building a castle next to a quarry in a province with huge amounts of people.

Then again the current system is easily good enough.
__________________
UnitGen - randomly generated nations with randomly generated sprites
http://forum.shrapnelgames.com/showthread.php?t=48341
Reply With Quote
  #7  
Old March 4th, 2012, 03:11 PM

parone parone is offline
First Lieutenant
 
Join Date: Jan 2012
Location: southern maine
Posts: 734
Thanks: 61
Thanked 12 Times in 8 Posts
parone is an unknown quantity at this point
Default Re: castle construction

no, i agree, it makes sense. i just like poking fun at myself for the twenty or so mistakes i make per turn.
Reply With Quote
  #8  
Old March 4th, 2012, 05:00 PM
Soyweiser's Avatar

Soyweiser Soyweiser is offline
Colonel
 
Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
Soyweiser is on a distinguished road
Default Re: castle construction

Gamers should really start to accept that games have little to do with realism, and more with game balance.
__________________
I'm acting like a high school girl /\
Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
Reply With Quote
  #9  
Old March 4th, 2012, 05:04 PM

Kobal2 Kobal2 is offline
Sergeant
 
Join Date: Apr 2004
Posts: 285
Thanks: 3
Thanked 19 Times in 13 Posts
Kobal2 is on a distinguished road
Default Re: castle construction

But...but my immersion !
__________________
Anything wrong ?
Blame it on me - I'm the French.
Reply With Quote
The Following User Says Thank You to Kobal2 For This Useful Post:
  #10  
Old March 4th, 2012, 05:09 PM

Valerius Valerius is offline
Major General
 
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
Valerius is on a distinguished road
Default Re: castle construction

LOL. I agree with Soyweiser. During one of the discussions of weapons it occurred to me that you could call them knives, forks and spoons instead of swords, axes and flails and I'd be fine with it as long as it was balanced and had interesting mechanics.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:03 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.