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Orion can\'t beat this...
Essentially, it's my black hearted Harvester of Sorrows with 25708 experience, with one assassination kill to a Seraph (he had the experience before the kill). Sadly I didn't save the turn files before I noticed it in the HoF. Weird bug? I don't think he killed that many people from disease yet, he's only been around a couple turns. Maybe there were some high-xp villagers around... http://forum.shrapnelgames.com/image...ies/tongue.gif
http://i28.photobucket.com/albums/c218/Morkilus/HoF.jpg http://i28.photobucket.com/albums/c2...lus/Losmig.jpg |
Re: Orion can\'t beat this...
yah, i believe there have been reports of buggy harvesters - somehow they get massive experience from spreading disease...
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Re: Orion can\'t beat this...
Yep, its a known bug, the harvester gets expirience for the population it kills.
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Re: Orion can\'t beat this...
Same thing happens to any commander with a bane venom charm.
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Must make it hard to claim "no way did I send a bane venom charm into your territory!" in MP, with your sneaky guy right at the top of the HoF.
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Re: Orion can\'t beat this...
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. |
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Aren't mods enough?
House rules also work, as even the event-given items can be thrown away. |
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First they are not accepted by everyone. Second some mods conflict with other mods. Third lots of people will only install what they get from the developer and since they are not officially from the developer many gamers ignore released mods. Fourth mods may give you one feature you like but add three you don't like... and not everyone is computer savy enough to make their own mods. Fifth adding the enable/disable feature within the game will save time for modders in the long run because they won't have to spend time making adjustments for something which can be quickly done before each game. So overall... mods are not enough. |
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If one wants to play a game, you're practically forced to obey the rules the host sets for it. If you don't like them, you can choose not to play - but if the program downloads the mods for you, there is no reason not to! Mods can conflict with other mods, that's true. However, that's not a problem for those who don't use mods (other than the few home rules like banning a certain item) at all... and while mods wouldn't be straight from the developer, the mod sharing system would be, and as long as the transferred files are just txt files and tga files, it should be virus-free and safe. If one is already using a mod, and wants to further change some part of it, wouldn't it be simpler to edit the mod? The mod system is quite simple, after all, and well documented. And if you already have an example mod, it should be even easier. Personally, I wouldn't play a game where the host didn't bother to check if the mods work together beforehand, ask someone who might know things, or something to that effect. Help is widely available, after all. Quote:
Adding a simple text file with two examples should be enough: -- disabling magic items: #selectitem "Bane Venom Charm" #constlevel 12 --disabling spells: #selectspell "Forge of the Ancients" #school -1 Quote:
And it seems that your point is not that mods aren't enough, but that they aren't easy enough to use, make and edit. The text file syntax is as easy as it comes, so I quess what you actually want is a graphical UI for editing mods. |
Re: Orion can\'t beat this...
Another reason people don't install mods: they are still exploring the vanilla game and don't yet see a need for or benefit from a mod.
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Re: Orion can\'t beat this...
Anyone SP'er hoping to play in MP games later should at least enable the Conceptual Balance 5.2 mod, this will get you used to the (better) pace of early games and you won't develop strategies that have to change drastically. I also noticed that scales actually matter, so there are more options... I never used scales at all before I started using CB. Keep in mind that the current version has been rebalanced since the original as well, so it's not like the devs are opposed to rebalancing. I had plenty of fun before the mod, but I like it better since troops are easier to build (they're cheaper, and you get more gold). Sure, you can summon your uber Banelords and Queens, but you don't have to race to do it immediately. Mods are good! The system is way simpler than Space Empires, as far as I got in that...
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Re: Orion can\'t beat this...
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No extra download for multiplayer... no adjusting files or searching for mods via singleplayer... an easy 5 clicks and its ready. Quote:
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My suggestion is to provide more game flexibility for those which know very little about computers. This will open the game to a wider market. |
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I'm not saying Dominions should or shouldn't support such things at runtime - Total Annihilation did, and I liked it, though I never used it - just that that argument was fallacious http://forum.shrapnelgames.com/images/smilies/wink.gif |
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The item manual is 71 pages, the spell book is 88 pages long. There are 578 different spells. There are 360 weapons, 115 armors and shields and I-don't-know-how-many hundreds of misc. items. Furthermore, there are 87 Pretender units, 613 national units, 103 indy units, 266 summons and 57 other units. And you think you could "easily list" them in game with a checkbox in front of each of them to (de)activate it? http://forum.shrapnelgames.com/images/smilies/eek.gif Sorry, but that's ridiculous. And if you add filters and grouping, things get too complicated for those who even cannot edit an ASCII file with a plain text editor. On the other hand, I think anyone not able or willing to do that wouldn't have much fun actually playing the game. Because it's pretty complicated as well. By the way, even the devs have issued a mod (Oceania) instead of adding that nation into the .exe . Obviously, for them using mods is quite normal. Why should they have added modding commands and a mod selector screen in the first place, if not using them is part of the 'normal' experience of playing Dom? I agree that mods should be downloaded automatically from the server. That wouldn't happen with Dom2, though: You do the pretender first - and you need the mods enabled at that point already. To change that would require major re-design of the internal workings of the application. But we can always hope for Dom3 .. . |
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I wasn't talking about all 360 weapons, etc... only those which can be forged. Currently anyone can view all the spells of each path... a checkbox for disabling each one would save the information before each game starts. Quote:
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