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November 10th, 2005, 02:53 PM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
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Re: What it will take for me to purchase Dom III
I do not oppose clamming, since it isnt an issue if your games are finished by turn 50-70. The current balance mod is way to restrictive in that respect imho, e.g. as Machaka I had real trouble to forge a few fever fetishes to keep my "flaming arrow" archers hords going without the managing hordes of scouts shipping gems...
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November 10th, 2005, 03:09 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: What it will take for me to purchase Dom III
just as a little off topic note how would a flaming windguide combo work? just wondering . and yes although not a problem on small games they generally dont tend to get summon heavy so........
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November 10th, 2005, 03:59 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Re: What it will take for me to purchase Dom III
That combo works quite well. Tho I think only Arco can reasonably implement it.
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November 10th, 2005, 05:44 PM
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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: What it will take for me to purchase Dom III
I think that lowering the price of national fighting units (not mages) can make armies of normal troops more of an option.
After all, there are some pretty powerful national troops almost for all the nations.
For example a mod that halves the cost of all recruitable fighting units. (almost equivalent to doubling the cost of all summons, except that mages are doubly more expensive which further hardens the requirements for summons)
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November 10th, 2005, 06:00 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
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Re: What it will take for me to purchase Dom III
Quote:
izaqyos said:
For example a mod that halves the cost of all recruitable fighting units. (almost equivalent to doubling the cost of all summons, except that mages are doubly more expensive which further hardens the requirements for summons)
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Would put more strain on commanders, and supplies (food), as bigger armies are harder to maintain.
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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November 10th, 2005, 07:00 PM
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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: What it will take for me to purchase Dom III
Quote:
B0rsuk said:
Quote:
izaqyos said:
For example a mod that halves the cost of all recruitable fighting units. (almost equivalent to doubling the cost of all summons, except that mages are doubly more expensive which further hardens the requirements for summons)
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Would put more strain on commanders, and supplies (food), as bigger armies are harder to maintain.
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Supplies wise. not gold wise. For supplies there are solutions. Growth scale, nature mages and food items.
I don't understand how more strain on commanders when in end games normal commanders are rarely used at all.
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