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  #1  
Old October 10th, 2006, 10:31 PM
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Default Re: Demobilization

There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander, or some of them every round of combat. Choosing a multiplayer option that downgrades the soloplay options might be a consideration.

Just thought Id toss that in on some of the "dont know why it hasnt been done" comments.
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  #2  
Old October 11th, 2006, 12:01 AM
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Default Re: Demobilization

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Gandalf Parker said:
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander...
You mean like calculating aging for every commander?
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  #3  
Old October 11th, 2006, 12:21 AM
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Default Re: Demobilization

PATCH IMPROVEMENT REQUEST

Better starting AI at game start, turn 1 or 0 if u prefer (as that's where the problem lies), AI's r dieing of dominion death turns 1 - 10 or stagnating in there home province due to taking bad scales, becoming easy kills, lvls normal to difficult.

Overall the AI Is very good when it gets going, just a starting problem with a few who seem to get the game setup wrong.
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  #4  
Old October 11th, 2006, 12:42 AM

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Default Points for Slumbering gods too high

I think the 150 points for missing only the first year is too rewarding - you can really pump up your scales to the point that it seems almost folly to take an awake pretender unless the map is tiny and you can use him as a SC. I'd recommend moving the point reward down to 100 or even 80.

I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.
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Old October 11th, 2006, 02:18 AM
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Default Re: Points for Slumbering gods too high

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I think the 150 points for missing only the first year is too rewarding - you can really pump up your scales to the point that it seems almost folly to take an awake pretender unless the map is tiny and you can use him as a SC. I'd recommend moving the point reward down to 100 or even 80.

Not sure the 150 is wrong, but the added bonus for being imprisoned and not showing up for _three_ years (two years after the slumbering ones) should be at least as much as the bonus for slumbering.

Quote:

I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.
It's seemed that way to me as well - and of course, unless you jot down ages for _every_ unit (or at least commander) and track each unit every turn, almost impossible to actually catch. Probably won't be fun to debug either.
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  #6  
Old October 11th, 2006, 02:33 AM
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Default Re: Points for Slumbering gods too high

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Cainehill said:

Not sure the 150 is wrong, but the added bonus for being imprisoned and not showing up for _three_ years (two years after the slumbering ones) should be at least as much as the bonus for slumbering.


Agreed. A simple suggestion might be that the bonuses should be inverted.
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  #7  
Old October 11th, 2006, 02:48 AM
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Default Re: Points for Slumbering gods too high

For a while the imprisoned level was 300, not just 250, but we and the beta discovered that everyone went for imprisoned gods or (at times) awake ones. No dormant gods at all, so we decided to go for 250 points. Perhaps a lowering on the dormant is ok. Lets get back to this when there has been some more MP gaming.
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  #8  
Old October 11th, 2006, 02:32 AM
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Default Re: Points for Slumbering gods too high

You can use the pretender for taking indies no matter what the map size is, and an early advantage can grow with time. I think the points you get for not having your pretender ready on turn 1 is not too high.
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  #9  
Old October 11th, 2006, 03:07 AM
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Default Re: Points for Slumbering gods too high

Quote:
biekert said:I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.
Did you take Death scale?
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Old October 11th, 2006, 10:24 AM

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Default Re: Points for Slumbering gods too high

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Nerfix said:
Quote:
biekert said:I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.
Did you take Death scale?
You might want to double check. Units don't start with exactly the listed age, more like +/- 10% the listed age.
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