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January 25th, 2008, 05:10 PM
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Join Date: Apr 2005
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Re: Azure mages broken?
If you look closely at the bug thread, most of those issues are either minor, resolved or both.
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January 25th, 2008, 05:39 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Azure mages broken?
You know what else this game has helluva lots of? Details, intricacies, flavour,
complexity.
Such games are left with problems, no matter whether they're made by two guys in
their spare time, or by, let us say, just for the sake of example, Creative
Assembly...
Take the second Total War: Medieval. For months after release, shields took away
from defense, instead of adding to it. Two handed weapons' animations were so
slow, that no one using them could ever take a swing in combat. Peasants with
sticks would slaughter knights with plate mail and two-handed swords. On
sallies, the besiegers would stand and let you shoot all your arrows at them
without moving a finger. On release, and after the first patch, these three
problems happened 100% of the time.
It took months for us to convince the developers that some of these issues
EXISTED! Now, years later, they are not fully fixed. Oh, they have been worked
on, and they are mostly fixed... but every now and then, one will run into some
variation that the developers missed. And Creative Assembly is no two man show.
The more complex a game, the more bugs you will get. I have never played a game
that is as complex as Dominions III. Apart from Angband, I have never played a
game for as long as I have played Dominions II. Dominions III will probably
displace it, if I manage to get some times to actually play games. I fully
expect it to always have bugs.
There is a bug that has been with us for years - the disappearing scales. I had
despaired of it ever being figured out. And all of a sudden, on a weekend,
enough players got on it to finally figure out what was happening. Chances are
that next patch will fix it.
And so it goes...
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January 26th, 2008, 02:23 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Azure mages broken?
Do any units retain the ability to intrinsically grant water breathing? Because I've long wanted to mod that onto a variety of units.
__________________
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January 26th, 2008, 02:31 AM
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Major
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Join Date: Dec 2006
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Re: Azure mages broken?
I know one of the Jomon heroes does.
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January 26th, 2008, 02:47 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Azure mages broken?
A couple of Pretenders do too - Son of the Sea and Lady of Luck, possibly others.
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January 26th, 2008, 03:45 AM
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National Security Advisor
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Re: Azure mages broken?
Sea Kings as well.
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January 26th, 2008, 03:48 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Azure mages broken?
Sea Kings (trolls) are supposed to be able to according to their description. And I've got an MP game with a Sea Father site (Isle of the Sea Fathers) whose description says he can bring 10 air breathers underwater. I'll find out if that works in a couple days.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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January 26th, 2008, 05:52 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Azure mages broken?
The Rusalka and the Beregina of Bogarus are also able to bring a few soldiers with them.
IIRC King of the Deep can as well, but they rarely need it I suppose.
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