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Old March 11th, 2005, 09:35 AM
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Default Re: Gem Producing Items

Quote:
Endoperez said:
Quote:
[b]NTJedi said:
[b]Hopefully Dominions_3 will allow people hosting games to disable specific items and/or spells.
This way if some spell or item is unbalanced or bugged gamers will be able to disable it.

So you are asking that client checks what mods host has enabled, and downloads them if you don't have same version of that mod?
Not necessarily.
If you view my UI summary I posted on the Wishlist thread, you can see that under the "Advanced Parameters" section in Game Setup there could easily be a way to make certain pre-flagged items, much like has already been suggested and hence summed up there by me for certain spells, more expensive. It requires only that the developers pre-flag certain game information (I had summed up the suggestions: Summon, Summon SC, etc.) as such, much like "Event Frequency" is currently adjustable in the current Dom2 game; in Game Creation, whoever sets up the game can decide whether factor X, Y or Z (e.g.: Spells flagged as Ritual Summons, or Unrest caused by Bloodhunting, or Gem Producing Items...) will be increased or decreased.
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Old March 11th, 2005, 12:56 PM
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Default Re: Gem Producing Items

Many games allow the downloading of maps/mods from the host computer. This would be a more elegant solution to that problem.
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