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October 30th, 2003, 08:22 AM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Impartial MASTER LIST of issues/problems
This is something that hasn't been mentioned before, but it crossed my mind while playing, so if you feel it's a worthy addition, add it to the list. Otherwise, we can discuss it in some other thread.
I noticed that some spells and abilities show the exact value of the effect: for example fire shield clearly stated that it inflicts 7ap damage, or fear effect shows the exact modifier. Would it be possible to add the same amount of detail to other effects from spells and skills? For example, instead of saying that chill makes units more tired, to have an exact number available during the battle when you right-click the ability, since the formula has to be applied anyway and has to take into account the climate as well; it just remains invisible, but it's running in the background. Or instead of saying that survival decreases chance of starvation to actually say by what amount. So, I guess this can be summed up as more detailed effect descriptions.
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October 30th, 2003, 09:01 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by st.patrik:
quote: Originally posted by Pocus:
strengthening the effect of dominions candles (eg : rising the cost of overland army destruction spells in a province with an enemy dominion)
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I'm not sure if I understand what you mean... Is there a thread talking about this? or can you explain a little more? there was a quite raging thread about how the army destruction spells (overland, not in tac battle) were felt by the players. Most people speaking in the thread were vets of doms I, and their opinion varied from 'I find then a bit too potent' to 'they must be seriously toned down'.
So one of the solution would be to reduce their effectivness if you cast them in an enemy dominions, or increase their cost (you have to cast a major ritual into another god land, so you play more magical resources).
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 30th, 2003, 03:00 PM
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BANNED USER
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Join Date: Sep 2003
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Re: Impartial MASTER LIST of issues/problems
patrik, you should fire up that new poll. 
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October 30th, 2003, 03:14 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
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Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by Pocus:
there was a quite raging thread about how the army destruction spells (overland, not in tac battle) were felt by the players. Most people speaking in the thread were vets of doms I, and their opinion varied from 'I find then a bit too potent' to 'they must be seriously toned down'.
So one of the solution would be to reduce their effectivness if you cast them in an enemy dominions, or increase their cost (you have to cast a major ritual into another god land, so you play more magical resources).
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Ok. So this would be something like "reducing the effectiveness of artillery-like spells in hostile dominion"? How is that?
I'll add this one, and HJ's one
Aristoteles: Maybe soon; it seems that people are still adding things, and I want to make sure everyone's had a chance to add their suggestions. Having said that, it's been a day, so maybe later today I'll fire it up.
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October 30th, 2003, 03:18 PM
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Major
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Join Date: Sep 2003
Location: Oregon
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Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by Pocus:
there was a quite raging thread about how the army destruction spells (overland, not in tac battle) were felt by the players. Most people speaking in the thread were vets of doms I, and their opinion varied from 'I find then a bit too potent' to 'they must be seriously toned down'.
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I didn't get quite that impression out of the thread, more that people just didn't like them.
I myself am not so sure they're unbalanced per se (provided you're prepared for them), but I don't like the way they dominate the game, forcing one towards a guerilla strategy, and away from large battles.
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October 30th, 2003, 03:23 PM
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Major
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Join Date: Sep 2003
Location: Oregon
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Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by st.patrik:
Ok. So this would be something like "reducing the effectiveness of artillery-like spells in hostile dominion"? How is that?
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I'm not sure that would really stop the nastiest effects of it, which basically limit the offensive use of anything not resistant -- strongly favoring Super Combatants.
What about expensive wards, that stay with the caster when he moves? Or perhaps items with a simimlar effect? My real problem with these spells is the complete lack of a counter.
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October 30th, 2003, 03:34 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Impartial MASTER LIST of issues/problems
While we're at asking changes, one thing that bothers me in Dom is that you have to pay "cash" all the builds in a queue, even if the units are only build X turns later.
In the end this means you should build only one turn worth of units and change the queue each turn, unless you like spending money earlier.
A welcome change would be that costs be calculated on a per-turn basis, so on one turn you only pay what you get (and this is how nearly all others strat games work BTW  )
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This is maybe not that simple, cause in this case the program will have to keep track of funds to find if you can afford a build you've queued earlier, then "kills" queued builds if you can't, but it'll be cool nonetheless 
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