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View Full Version : DOM III Speculation


WraithLord
May 8th, 2006, 10:43 AM
Now that the IW has revealed to us the progress log I believe it's high time to start speculating on DOM III content.

For example, I saw an entry that suggest that it will be possible to set mages to auto cast site search spells http://forum.shrapnelgames.com/images/smilies/happy.gif

Or another entry that suggest that it will be possible to auto download maps.

Nerfix
May 8th, 2006, 11:40 AM
* First fully funtional castle in the game. <- something drastic was done to castles

WraithLord
May 8th, 2006, 11:54 AM
Units have maximum age. I would assume that being old is defined as reaching a certain percentage of this.

I found the following puzzling:
"* Large pretenders now have 1000 as default max age."
Its understandable for human pretenders to age, but for Titan type gods to age seems strange.

WraithLord
May 8th, 2006, 12:09 PM
"Angels nation restricted." So Ermor won't be able to recruit angels?

"Possible to decrease all province defence that has been altered this turn", usefull thingi http://forum.shrapnelgames.com/images/smilies/happy.gif

"New unique independent bosses", This is very nice, more diversity and challenge from indies.

"CD-key checks in the game", What, will it require the CD in drive to play? http://forum.shrapnelgames.com/images/smilies/frown.gif
"Improved CD-key error message." No "Nagot gick fell" message ? http://forum.shrapnelgames.com/images/smilies/wink.gif

Nerfix
May 8th, 2006, 12:26 PM
As long as it won't constantly bug about it I'm fine with the CD key.

Daynarr
May 8th, 2006, 01:03 PM
WraithLord said:
"CD-key checks in the game", What, will it require the CD in drive to play? http://forum.shrapnelgames.com/images/smilies/frown.gif



You needed CD key for Dom2 too. That doesn't mean you need CD in the drive. http://forum.shrapnelgames.com/images/smilies/wink.gif

WraithLord
May 8th, 2006, 04:37 PM
Daynarr said:

WraithLord said:
"CD-key checks in the game", What, will it require the CD in drive to play? http://forum.shrapnelgames.com/images/smilies/frown.gif



You needed CD key for Dom2 too. That doesn't mean you need CD in the drive. http://forum.shrapnelgames.com/images/smilies/wink.gif


Great! Thanks for the clarification.

Morkilus
May 8th, 2006, 06:41 PM
Size 1 creatures (not Hoburgs though) eat half as much as size 2.



Hungry little Hoburgs.

http://forum.shrapnelgames.com/images/smilies/laugh.gif

Alneyan
May 8th, 2006, 07:14 PM
Odd. I mean, I can name two Hoburgs who travelled a good deal with little food. Well, perhaps they should just take a morale hit when starving. http://forum.shrapnelgames.com/images/smilies/wink.gif

DominionsFan
May 8th, 2006, 07:32 PM
Not at all. Hoburgs are like halflings in LotR, they eat A LOT! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Arralen
May 8th, 2006, 07:48 PM
Yeah, and 2 of them made the longest journey 2 ho-whatever did, ever. And didn't have that much to eat on the way, except for raw fish, maybe http://forum.shrapnelgames.com/images/smilies/wink.gif

WraithLord
May 9th, 2006, 05:58 AM
Arralen said:
Yeah, and 2 of them made the longest journey 2 ho-whatever did, ever. And didn't have that much to eat on the way, except for raw fish, maybe http://forum.shrapnelgames.com/images/smilies/wink.gif

And lambas bread http://forum.shrapnelgames.com/images/smilies/happy.gif

Daynarr
May 9th, 2006, 06:07 AM
Arralen said:
Yeah, and 2 of them made the longest journey 2 ho-whatever did, ever. And didn't have that much to eat on the way, except for raw fish, maybe http://forum.shrapnelgames.com/images/smilies/wink.gif



Sounds quite right for hobbits (hoburgs). They eat all they have in the first day of trip and then starve for the rest of the journey. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

WraithLord
May 9th, 2006, 06:07 AM
Some more interesting finds.

"Labs cost 500, temples 400". What???
Unit limit up to 2^31 = 2147483648, makes me very happy.
"Mother of Avalon recruitable anywhere." Way to go Man!

Endoperez
May 9th, 2006, 06:14 AM
DominionsFAN said:
Not at all. Hoburgs are like halflings in LotR, they eat A LOT! http://forum.shrapnelgames.com/images/smilies/laugh.gif



Nah, they were just commanders. Simple as that. They starved, yes, but never suffered from it. http://forum.shrapnelgames.com/images/smilies/wink.gif

Speaking of halflings, does any one else remember the strange traveling party in Conquest of Elysium? Lead by a Wizard, with an Elf and three halflings in the second row, and a dwarf, an unexpected hero and a hero in the third (melee) row.
The Wizard was carrying a fire ring of something, the unexpected hero had an enchanted sword, the the invisible halfling (who you could see if you clicked on the right empty space) had a magical shortsword, a mithril chainmail, and The One Ring. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Alneyan
May 9th, 2006, 10:26 AM
WraithLord said:
"Labs cost 500, temples 400". What???



Heh, sounds like Europa Universalis and inflation. Keep a tight grip on your budget, or else everything will cost twice as much after fifty turns. So, are you sure you wanted a standing army and mage bataillon that bad?

Somehow, I have a hunch Stability would often be in the negatives in Dominions. Erh... Okay, so I digress.

Nerfix
May 9th, 2006, 01:57 PM
Would there be a religious tolerance slider in Dominions Universalis? http://forum.shrapnelgames.com/images/smilies/happy.gif

Alneyan
May 9th, 2006, 02:07 PM
Well, a pragmatic Pretender would tolerate other religions. You know, just make them pay more taxes, and similar things.

Let's see then: Tolerated, Despised, Persecuted, Subjugated, Killed on Sight. How is that for tolerance? http://forum.shrapnelgames.com/images/smilies/wink.gif

Gandalf Parker
May 9th, 2006, 02:13 PM
Hmmm the dominion strength you choose as part of your god when you make it would be kindof a measurement of that wouldnt it?

Nerfix
May 9th, 2006, 02:30 PM
8th may
* Dreamlands yields insanity.

Drrreeeaaaaaamlaaaaaaandsssssh

ioticus
May 10th, 2006, 01:45 AM
Nerfix said:
8th may
* Dreamlands yields insanity.

Drrreeeaaaaaamlaaaaaaandsssssh



I really like the sound of that.

Nerfix
May 10th, 2006, 12:31 PM
Wrathful Skies and Wind Ride have been altered, and this could lead to somewhat drastic changes. Could.

There is partial lifedrain now. Hmmm. *shifty shifty*

There seem to be some sort of mictlanish independents too (toad and jaguar tribes).

Caelum has gone through a bit of zoroaster-fying with Yazata and such.

Maybe there are even more minor blesses, or then the starting fear effect for death got just changed.

Labs are more costly. Maybe less mages around.

Morkilus
May 10th, 2006, 02:00 PM
Just some speculative blabbering:

If the economy is relatively similar and not inflated vs Dom2, the more-expensive labs and temples will emphasize the importance of defending provinces. Which is a good thing. Perhaps people will begin building castles before even thinking about labs and temples? How good will castles be? Will we see a ridiculous number of watchtowers, or will the more expensive castles be worth it now that there are expensive assets behind them?

NTJedi
May 10th, 2006, 02:58 PM
Morkilus said:
Just some speculative blabbering:

If the economy is relatively similar and not inflated vs Dom2, the more-expensive labs and temples will emphasize the importance of defending provinces. Which is a good thing. Perhaps people will begin building castles before even thinking about labs and temples? How good will castles be? Will we see a ridiculous number of watchtowers, or will the more expensive castles be worth it now that there are expensive assets behind them?



My guess is that if labs and temples have increased in price then castles have probably increased in price even more. I estimate the cheapest castles costing around 750... just my guess.

Gandalf Parker
May 10th, 2006, 03:01 PM
The higher prices might also have made room for abit more variance. Letting certain nations have an advantage in price for certain structures like in Dom2

Nerfix
May 11th, 2006, 05:24 AM
I think there will be more money, supplies and resources floating around compared to Dominions II.

EDIT:

Vampires are no longer ethereal. I think they were quite popular summons in Dominions II. Hmmm'e.

WraithLord
May 11th, 2006, 11:19 AM
I don't recall vampires being that impressive in DOM-II. Wonder why they got nerfed...

Endoperez
May 11th, 2006, 11:25 AM
WraithLord said:
I don't recall vampires being that impressive in DOM-II. Wonder why they got nerfed...



Vampire Queen was pretty impressive. I'm not that sure about the regular vampires, but the change also makes Black Forest Vampire Counts less abusable.

Graeme Dice
May 11th, 2006, 11:44 AM
Endoperez said:
Vampire Queen was pretty impressive. I'm not that sure about the regular vampires, but the change also makes Black Forest Vampire Counts less abusable.



There was nothing to abuse there, since they don't start with any armour, don't have the stats to avoid being hit, and black forest Ulm can't give them enough armour to keep them from dying in two turns to light infantry.

Endoperez
May 11th, 2006, 11:48 AM
Graeme Dice said:
There was nothing to abuse there, since they don't start with any armour, don't have the stats to avoid being hit, and black forest Ulm can't give them enough armour to keep them from dying in two turns to light infantry.



Interesting. I had thought they were what raised Black Forest above base/Iron Faith themes in usefulness. I didn't think Astral, Blood and Nature would be more powerful than Earth 2 Fire 1 and a forge bonus, and the units were worse except for the stealthy crossbowmen (Rangers?).

What makes Black Forest better than base Ulm? Or, lets put it this way, what makes base Ulm even worse than Black Forest?

WraithLord
May 11th, 2006, 12:26 PM
After the VQ price had been steeply raised it was no longer that impressive. As to the vamps usefulness I second Graeme's opinion.

Oh, I found this new bit:
"'r' and Backspace works on OSX."
I wonder, could it be that its actually possible to rewind battle replays?

Graeme Dice
May 11th, 2006, 01:00 PM
Endoperez said:
What makes Black Forest better than base Ulm? Or, lets put it this way, what makes base Ulm even worse than Black Forest?



Base Ulm doesn't have access to death magic or blood magic without empowerment or your pretender. Base Ulm also doesn't have high precision archers for early expansion. Being able to forge things cheaply doesn't help very much when all you can make is earth items, unless you were lucky enough to find independent mages to summon things to put those items on.