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December 15th, 2010, 04:43 PM
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Sergeant
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Join Date: May 2010
Posts: 317
Thanks: 16
Thanked 18 Times in 11 Posts
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Re: CBM 1.7 released
Trust me, if we weren't restricted by mod commands, we would have solved it ages ago. but we are. so no point thinking of more solutions which cant be implemented.
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December 15th, 2010, 06:59 PM
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First Lieutenant
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Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
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Re: CBM 1.7 released
I put the word reasonable for a reason. Of course you can make clams cost 65 water and 40 nature, but nobody will make them then. I meant that I don't think it's possible to balance them by ajusting the cost, they are either too powerful or useless, because of their mechanics. The only real solution is to limit their maximum number, but the only way to do it without house rules is to make them unique.
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December 16th, 2010, 05:44 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: CBM 1.7 released
LA C'tis is a bit different. Sure it would be annoying trying to crush a fortress containing an endless supply of longdead. But eventually you'd just get better research and bring along an SC or group of mages that could kill unlimited undead. Massed longdead are only a problem in the early and mid games, so eventually the player who has provinces will win. Also there is no versatility - you cannot turn longdead into more mages or anything like that.
Massed clams, however, only become more valuable as the game moves into late game, and you can use the pearls to get more wish casters and make more clams and so on - there's no limit to how powerful you can get, trapped in your little fort.
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December 16th, 2010, 10:38 AM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: CBM 1.7 released
With tarts, you can hope to break siege and try to re-conquer some land. With gemgens, you can keep summoning, but you are still losing because your opponent has BOTH gemgens and the land (hence money and recruitables). Am I missing something?
Just bring some siege golems to breach the walls.
When it comes to unbreakable castles, Pangaea is much more annoying (to the point of being unfair, in my opinion). Pangaean Pans are so gaean.
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December 16th, 2010, 11:30 AM
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Corporal
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Join Date: Nov 2010
Posts: 107
Thanks: 4
Thanked 5 Times in 5 Posts
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Re: CBM 1.7 released
... the whole point of it was that you retain economic power with gemgens, and in fact you remain almost 100% of your economic power with gemgens. Noone has any problems with a strong army forting up so that it can come out later.
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December 16th, 2010, 11:50 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: CBM 1.7 released
I don't think that's the main issue with gem gens. IMO, The main issues are:
A. invisible income -> other players don't know if you're a sheep or a wolf in sheep's skin
B. Worse: clams+wish -> economy model is broken
Last fort + strong army is a different issue in dominions root caused by defender-go-first rule.
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December 17th, 2010, 08:26 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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Re: CBM 1.7 released
I don't think the issue with gem gens is the invisible income, frankly I love that part, it's like turning off score graphs. And blood hunting doesn't show up on graphs either.
The problem is like stated above more clams more wishing part, which eventually ends up with a nation getting like 1000 free gems per turn.
Heheh, doe clams Are limited in a way, you can only forge 50 gem gens a turn.
Seriously doe, I love clams, but I consider them broken in certain games. I agree they should somehow be limited, which doesn't sound possible to be honest.
The other things that is grossly broken is invading a fort full of immortals, to be specific vampires. That just isn't possible.
It would be interesting if clams had horror mark ability, I wonder how that would affect their production..?
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December 16th, 2010, 12:00 PM
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Corporal
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Join Date: Nov 2010
Posts: 107
Thanks: 4
Thanked 5 Times in 5 Posts
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Re: CBM 1.7 released
It's intrinsic to strategy games that resources come from territory, and that territory can be attacked and must be defended. If you're able to put virtually all of your economy inside a single nigh-invincible fortress, a huge part of the game is essentially thrown out the window.
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December 16th, 2010, 06:03 PM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: CBM 1.7 released
> Last fort + strong army is a different issue in dominions root caused by defender-go-first rule.
+100
Now, it would be just GREAT if Illwinter could make at least one more patch with just one more change: sieging army can put some extra effort after the walls are breached and destroy the castle completely. That way, defenders will actually attack ex-siegers who control the province now. Attackers dont get the castle (less benefit etc), but they actually have an edge in combat.
>> Out of the window etc.
It's also normal for strategies to have different ways of multiplying resources: through conquest or through investments in economy. By banning the investments strategy you throw a huge part of the game out of the window. ^^
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December 16th, 2010, 10:13 PM
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Second Lieutenant
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Join Date: Apr 2008
Posts: 533
Thanks: 2
Thanked 18 Times in 14 Posts
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Re: CBM 1.7 released
Was this intentional or a mistake?
...now back to your regularly scheduled gemgen whining...
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