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Old October 17th, 2003, 01:08 AM

johan osterman johan osterman is offline
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Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Patrik:
Excellent post! Some comments on the Wendigo's whammies:

Economy: Only the order scale affects income with 5% per step (just forget the old system!) Growth and production scales no longer affect income. High taxes kill population (fast!!). Negative order/prod/growth scales are now quite viable and allow many more points for pretender design. Most betatesters have used expensive/very expensive pretenders compared to DomI.
Patrik
The order scale has been rescaled to since you Last participated in a beta MP, it is 7% per step now. The growth and production give a 2% income bonus per step.
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Old October 17th, 2003, 01:09 AM

Particle Particle is offline
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Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Pocus:
quote:
Originally posted by Zerger:
Well I will play singleplayer, and you bet that I will make a mod without those uber, unbalanced spells, if disabling spells will be possible. [It must be
it is anyway better to reach a consensus about these spells. Something like 40 to 50% of the people here (according to two polls) play MP. It would be far better to have a common set of rules accepted in this case.

In solo you will encounter the problem too with most of the scenarios, if modding tools are allowed. The scenario author will have surely modded some particular aspects of doms, to better fit the setting of the map. Thus you will have to play with his mod, not your.

Not really. Check out my reply in the diplomacy thread. Your own poll will show you Pocus, that the majority of the fans here will buy the game, because of the singleplayer.
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Old October 17th, 2003, 01:20 AM

Pocus Pocus is offline
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Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Particle:
quote:
Originally posted by Pocus:
it is anyway better to reach a consensus about these spells. Something like 40 to 50% of the people here (according to two polls) play MP. It would be far better to have a common set of rules accepted in this case.
Not really. Check out my reply in the diplomacy thread. Your own poll will show you Pocus, that the majority of the fans here will buy the game, because of the singleplayer.
anyway, game balance issues should be discussed. Even if more than 75% of players would only play solo, I suppose they prefer a balanced game.
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Old October 17th, 2003, 01:24 AM

Pocus Pocus is offline
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Default Re: Dom I Strategies which WON\'T work in Dom II

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Originally posted by Patrik:
Summoners: Battlefield summons (for example lesser elementals and Howl) now cost gems. This will address the relief/summoning combo.
this will adress the power of Howl, but wont change anything about relief, as Wendigo pointed it. With 3 druids, you basically suppress the fatigues incurred by your mages during the 5 first rounds. Dont appears very balanced too me, for a 0 gem spell.
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Old October 16th, 2003, 03:20 PM

Patrik Patrik is offline
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Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by Pocus:
quote:
Originally posted by Patrik:
Summoners: Battlefield summons (for example lesser elementals and Howl) now cost gems. This will address the relief/summoning combo.
this will adress the power of Howl, but wont change anything about relief, as Wendigo pointed it. With 3 druids, you basically suppress the fatigues incurred by your mages during the 5 first rounds. Dont appears very balanced too me, for a 0 gem spell.
Wendigo said
Quote:
Originally posted by Wendigo:
4.- The army of summoners backed up with relief.
Relief combined with gemfree summonings was truly abusive, when those are gone relief will still be powerful, but less so. Maybe relief should be area restricted, but IMHO Nature magic needs this spell to be competitive.
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Old October 16th, 2003, 05:47 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Dom I Strategies which WON\'T work in Dom II

Quote:
Originally posted by johan osterman:
The order scale has been rescaled to since you Last participated in a beta MP, it is 7% per step now. The growth and production give a 2% income bonus per step.
Why would you spend 120 points on production for a 6% increase in income? Does it have some other effect?
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Old October 16th, 2003, 05:51 PM

johan osterman johan osterman is offline
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Default Re: Dom I Strategies which WON\'T work in Dom II

10% resource bonus per step from the production scale. Growth and supplies increase from the growth scale.

[ October 16, 2003, 16:52: Message edited by: johan osterman ]
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