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October 28th, 2006, 02:21 PM
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First Lieutenant
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Join Date: Sep 2004
Posts: 753
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Re: Conceptual Balance (Discussion)
Quote:
Reverend Zombie said:
This might warrant a separate thread, but there are commanders with special default ranged weapons that they lose when equipped with melee items. I'd like to see the #bonus tag added to the Lord of the Summer Plague's Plague Bow and to the Harbinger's Horn, so that they are not forced to use "fist" in melee if we want them to use their ranged weapon.
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This is something I will be doing as well. There are a number of commanders with wierd slot problems. They are easy enough to fix.
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October 28th, 2006, 04:43 PM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: Conceptual Balance (Discussion)
Quote:
Zen said:
This is something I will be doing as well. There are a number of commanders with wierd slot problems. They are easy enough to fix.
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In that case it might be good to report those slot problems in the bug thread as well.  I'm sure that some of them have been reported but many more bugs of that type (and some of them definitely qualify as bugs, not preference) come to the surface when one systematically mods a game than arise in random bug reports. Doesn't guarantee that the dynamic duo of amateur developers will actually fix it, but who knows? 
__________________
When I said Death before Dishonour, I meant alphabetically.
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October 28th, 2006, 05:19 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Conceptual Balance (Discussion)
Also, remember that along with doing huge AoE1 damage pillar of fire can set many other units on fire.
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October 28th, 2006, 07:34 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Conceptual Balance (Discussion)
Quote:
Shovah32 said:
Also, remember that along with doing huge AoE1 damage pillar of fire can set many other units on fire.
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Yes, but in midgame where you wont'see Pillars but rather Fireballs, Fire Clouds or Falling Fires, all things equal a given number of Fire mages will be *less* effective than they were in Dom2 because they'll face 2x the number of troops ! Same for Air, and to a lesser extent Earth.
Later in game the BF area spells make Elem magic rules again.
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October 28th, 2006, 07:42 PM
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Sergeant
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Join Date: Oct 2006
Posts: 238
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Re: Conceptual Balance (Discussion)
In any case, I thought mages were supposed to be less dominant in Dom 3 than Dom 2.
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October 28th, 2006, 05:58 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: Conceptual Balance (Discussion)
Here is a suggestion for improving light calvary. It makes sense that light calvary has lower precision values. But because they are on fast horses they should also be a lot harder to be hit by arrows in return. The easiest way to do that would be to give them an automatic air shield. If there defense isn't high enough, that could get raised as well. Light calvary then would still be less effective at straight archery then archers, but at the same time they would be much harder to kill. Plus they have the speed advantage. You would be able to do hit and runs with them, and use them as light calvary are meant to be used.
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October 28th, 2006, 06:37 PM
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Corporal
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Join Date: Jan 2006
Location: California
Posts: 159
Thanks: 5
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Re: Conceptual Balance (Discussion)
When people talk about what's happened to battlemages you can't neglect the improved AI. All ranged units target noticeably better than they used to, and cause much less friendly fire damage, so you get more "bang for your buck" for battlemages. The flip is that most of the gain comes when battlemages combine with a meaningful groundpounder army. That encourages combined arms - which I think was a goal of the redesign. But, boy, even a little artillery makes quite the difference.
I doubt the aging system can be modded. Starting ages probably will be moddable and that obviously can fix most problems. If you can mod the mechanism, a good calc for deterioration chance which is based on how organisms age in the real world is 100/years to get old)*2^(age-(years to get old) (possibly with a scaling factor - I can't test). It captures the exponential harm from aging and the slower exponential growth for long-lived species.
IMO workhorse mages - researchers, some forgers, and artillery mages - shouldn't start old unless there's an important game balance or thematic reason. It's just too much of a micro hassle - I was going bonkers with my Witch Hunters in MA Marignon and I understand Pythium and Arco at least are similar and Abyssia worse. IMO if LA mages are supposed to be really weak it's better to nerf workhorse mages rather than make them old. I'm OK with top rank mages being old - I can stand having to pay attention to each one of them.
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