.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Multiplayer and AARs

Reply
 
Thread Tools Display Modes
  #1  
Old February 21st, 2007, 11:24 PM
StrictlyRockers's Avatar

StrictlyRockers StrictlyRockers is offline
Sergeant
 
Join Date: Feb 2007
Location: Berkeley, CA
Posts: 259
Thanks: 4
Thanked 1 Time in 1 Post
StrictlyRockers is on a distinguished road
Default Re: New Dawn - need players and server

I don't mind downloading and installing mods. That should not be a problem.

I like province-based victory conditions. Control of 2/3 of all provinces seems a bit high to me. I think control of 1/2 of all provinces might be sufficient, but I am easy, 2/3 will work fine, too.

I am not in favor of nerfing races or spells at this point. The game seems balanced enough, and coalitions do happen.

SR
__________________
"When you have to kill a man, it costs nothing to be polite." - Winston Churchill
Reply With Quote
  #2  
Old February 22nd, 2007, 01:02 AM

Sir_Dr_D Sir_Dr_D is offline
Second Lieutenant
 
Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
Sir_Dr_D is on a distinguished road
Default Re: New Dawn - need players and server

This is going to be a very imbalanced game. Not only is it a small map, everyone also knows the starting locations of everybody. This will make bless very deadly. But also very deadly will be SC pretenders.Someone could very early take an SC pretender, and take a neighbor out within the first few turns.

But what will balance things a little bit is the fact that since everyone will know who their neighbors will be ahead of time, they can create a setup during pretender creation that will best counter those nations. I am playing as the Marverni, which is one of the worst nations for handling small map blitzes. But i picked that nation because of that, and it will be a fun challenge to come up with an effective defence strategy using them. So let everyone be warned. The druids are ready, and should you try to invade marverni lands, you will be promptly expelled.

The best way I can think of to balance things would be if we have a rule that says no nation can attack another for the first ten turns or so.That will give everyone a chance to build up some sort of defense.
Reply With Quote
  #3  
Old February 22nd, 2007, 04:04 AM

Covenant Covenant is offline
Corporal
 
Join Date: Feb 2007
Posts: 50
Thanks: 0
Thanked 1 Time in 1 Post
Covenant is on a distinguished road
Default Re: New Dawn - need players and server

Hey, I'm one of the guys Mind got from outside the board. I'd approve of bless limitings mostly because I personally find them rather dull pickings for a game, and enjoy the more intricate balancing act that comes from requiring people to be more sparing. Pushing for awake pretenders doesn't nerf anyone--the 'heims are still very powerful--but it doesn't unfairly benefit one side over another to the same degree.

I'm also not aware of the Worthy Hero mod, nor have I ever downloaded one of these maps before. How do I do that, which do I get, and so on?
Reply With Quote
  #4  
Old February 22nd, 2007, 04:50 AM
StrictlyRockers's Avatar

StrictlyRockers StrictlyRockers is offline
Sergeant
 
Join Date: Feb 2007
Location: Berkeley, CA
Posts: 259
Thanks: 4
Thanked 1 Time in 1 Post
StrictlyRockers is on a distinguished road
Default Re: New Dawn - need players and server

A SC rush strategy sounds pretty deadly on a small map where opponents' positions are already known. Having a dormant pretender sounds like a very bad idea here.

What sorts of limitations are people thinking of for bless - some sort of limitations on the levels and combinations of different paths of magic? Are people worried about blessed sacred troops that get uber-powerful?

SR
__________________
"When you have to kill a man, it costs nothing to be polite." - Winston Churchill
Reply With Quote
  #5  
Old February 22nd, 2007, 05:09 AM
Teraswaerto's Avatar

Teraswaerto Teraswaerto is offline
Major
 
Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
Teraswaerto is on a distinguished road
Default Re: New Dawn - need players and server

An early SC that can take indies alone is much much easier to counter than heavily blessed Helhirdings.

Perhaps we could agree that pretender must be awake or sleeping, not imprisoned. That would make a heavy bless harder to pull off.

The thing is, though, that EA Vanheim and Helheim are so strong they can rush many nations even with no bless and usually win.

Mods are installed by placing the .dm file in \dominions3\mods folder. The host determines what mods are used in any given game. I attached the Worthy Heroes mod to this post.
Attached Files
File Type: zip 498327-heroes1_6.zip (14.9 KB, 215 views)
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
Reply With Quote
  #6  
Old February 22nd, 2007, 08:14 AM
Mind Elemental's Avatar

Mind Elemental Mind Elemental is offline
Sergeant
 
Join Date: Aug 2002
Posts: 218
Thanks: 0
Thanked 2 Times in 1 Post
Mind Elemental is on a distinguished road
Default Re: New Dawn - need players and server

Based on geography, can anyone other than Ulm and Vanheim easily reach Helheim? And similarly, does anyone other than Marverni and Helheim border Van? Diplomacy is always an option, but mobbing the Heims might not be too easy on this map.

I'm most concerned about the W9F9 Heim bless, even though that's not invincible. I see two alternatives, which we could use individually or together:

- Limit 9+ blesses to awake/sleeping pretenders, similar to what Teraswaerto suggested. (I'd favour letting people pick imprisoned, non-bless pretenders, though - although I don't know if it would be very wise to pick a scalemonster on a smallish map like this.) This may have the side effect of encouraging SC pretenders, though even then they'd be one lucky Soul Slay or Horror Mark or even Sleep away from being stopped. It may also go a bit far in nerfing Kailasa, whose sacreds are IIRCC horribly vulnerable to missiles.

- Have a truce for the first X turns, as Darrel suggested.

Thoughts?
Reply With Quote
  #7  
Old February 22nd, 2007, 08:36 AM
Teraswaerto's Avatar

Teraswaerto Teraswaerto is offline
Major
 
Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
Teraswaerto is on a distinguished road
Default Re: New Dawn - need players and server

Helheim practically borders Kailasa, there is a tunnel under the big mountain, 143 and 145 are connected.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
Reply With Quote
  #8  
Old February 22nd, 2007, 10:44 AM
Reverend Zombie's Avatar

Reverend Zombie Reverend Zombie is offline
Lieutenant Colonel
 
Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
Thanks: 18
Thanked 0 Times in 0 Posts
Reverend Zombie is on a distinguished road
Default Re: New Dawn - need players and server

Quote:
Mind Elemental said:
I'm most concerned about the W9F9 Heim bless, even though that's not invincible. I see two alternatives, which we could use individually or together:

This is my first time as Helheim in Dom 3, and I won't be using W9F9 bless, for whatever that is worth...
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...

Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:01 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2026, Shrapnel Games, Inc. - All Rights Reserved.