|
|
|
 |

July 20th, 2008, 04:19 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
|
|
Re: Patch notes
In the oven.
And the aroma is great 
|

July 20th, 2008, 05:04 PM
|
 |
Second Lieutenant
|
|
Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
|
|
Re: Patch notes
Haha ! The title has been edited !
I was wondering why I didn't see anything about the Thing
Yummy then. There comes an Age of Revelry 
|

July 20th, 2008, 08:30 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Patch notes
Interesting re: mod nation games.
I don't think that was the main reason they don't happen though. They just don't seem very popular.
|

July 20th, 2008, 10:51 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Patch notes
Really?
I thought they were great. I figured it was just that solo players arent really as interested in deadly AIs as they say they are.
Not being able to play multiplayer allied against killer new nations kindof held it up. Now the cap is off the ceiling. There is no need to design a nation that can be beat by a single player but is harder than the AI that comes with the game. Now we can have nations that REQUIRE a pantheon of player gods to beat it.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

July 20th, 2008, 11:30 PM
|
 |
Brigadier General
|
|
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch notes
I would like to see hard AI nations to beat, most games I play are SP (time restraints etc) So i love to see challenging AI players, the harder the better, makes for a lot more fun if the AI can beat the human player, makes the human player have to really work to win, instead of taking it for granted that he'll eventually beat the AI....
__________________
just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
|

July 21st, 2008, 01:39 AM
|
Major
|
|
Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
|
|
Re: Patch notes
I'm going to go on record to say that I'm really not a fan of the BE change, outside of the effect it has on MoD. I have always liked Dominions because it wasn't just a matter of two huge armies beating on one another. Even with all of the magic and options the game often comes down to a game of resource management, and I believe this change takes away some of the most powerful tactics available to deal with an enemy in an elegant fashion.
The current tactic of teleporting a BE caster which can then flee the battlefield and a unit to stick around and entertain the enemy army while the BE does its work is one of my personal favorites. While it can be brutally effective it also carries a lot of risk, as a reasonable blocker unit will have to be fairly well equipped, and if the blocking unit is taken down the BE will end. I don't think many people have a problem with this working the way it does.
The current 50-turn battle limit is another reason this tactic is so important. Having an army that's simply large enough to absorb the losses inflicted by an SC should NOT be a valid tactic, but it becomes one as soon as this change goes live. It's a joy seeing golems at full HP evaporate on turn 50 in the middle of chasing down a couple of crippled stragglers from the enemy army, believe me.
By forcing the caster to stick around (necessarily behind a large wall of chaff to keep them alive) the game devolves more towards a phyrric style of play, in which tactics become a secondary concern to resources. It becomes quite difficult to defeat an opposing army without suffering significant losses unless you have appropriate resistances on your troops, and the ability to respond to a distant threat is severely curtailed, since mobility spells become insufficient to move enough chaff to protect the caster.
Granted, many of these things aren't bad in and of themselves, but they certainly change the flavor and balance of the game in a major way beyond what a simple bug fix ought to, IMO, and it does it by removing a large section of available tactics, not by adding or adjusting ones that are in place.
I don't think this will change the minds of those in charge, but I wanted to at least have a eulogy for one of my favorite things about the game.
|

July 21st, 2008, 01:48 AM
|
 |
General
|
|
Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
|
|
Re: Patch notes
I agree with Micah that the overall nerfing of battlefield enchantments, so that the caster cannot retreat and still have his spell active, is too much. True, this would fix the Mists of Deception cheat, but it also severely limits other tactics that are not considered cheats.
I would ask that the Devs rethink this before they release the next patch.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
|

July 21st, 2008, 01:51 AM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
|
|
Re: Patch notes
Personally I'm glad to see air queen 1 + air queen 2 = army anywhere on the map destroyed, gone from the game. The whole process of having a mage who can cast a BE enchantment, and then leave, without maintaining it, but then if they die while they're still there, it goes away, seems nonthematic, and silly to me. If you're going to cast heat from hell, grip of winter, quagmire, solar brilliance, then you better be damn well willing to risk that mage in the fight that the mage is bringing his value to. By letting mages retreat from battle, that risk/reward ratio is severely impaired by simply removing a good deal of risk.
If anything, it just seems like your complaint is more about the low turn limit. Since armies can get so large, especially in the late game, I wouldn't mind seeing the 50 turn limit raised.
I mean, the whole reason you put a turn limit is to prevent fights from going on into infinity, but the cap should be something high enough that you only reach it /when/ fights would go onto infinity. Right now the problem is that you reach the cap with a regular army.
I think a 200 turn hard limit would probably be fine.
Anyways, bravo on resolving a long standing bug.
Jazzepi
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|