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  #1  
Old July 21st, 2008, 06:34 AM

Omnirizon Omnirizon is offline
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Default Re: Patch notes

dom3 is a game more about options than realism. that said, i'd ask first what allows for more options: 50 turn limits or 100? or 200? or whatever.

realism is decentered term anyway. does making a game more 'real' actually make it more real?
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  #2  
Old July 21st, 2008, 06:41 AM
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Default Re: Patch notes

I don't think anyone here suggests nerfing fatigue or delaying battle tactics.

If you could delay for 50 turns, with longer limit you'll need to delay for 100 turns or more. Its doable.

The turn limit need to be upped so that mindless SCs will have more time to win (if they can); so that huge armies could battle it out and most importantly for the game to scale well and be playable in the long future.
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Old July 21st, 2008, 07:51 AM
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Default Re: Patch notes

Quote:
Zeldor said:
Another thing is mindless commanders vanishing at turn50. That is not funny.
Has been explained in the bug discussion thread. It's WAD and it's going to stay that way. Just how many mindless commanders are there? The golem? With the golem it is, as per the bug discussion thread explanation, thematic. The soulless from Army of the Dead? Those two are the only ones I can think of.

If someone happened to use the Life After Death spell to get upkeep-free soulless mages and lost those to rout, it can also be interpreted as the magic keeping them around as soulless puppets unraveling due to being overstrained. Exceptions can't be coded for every specific instance, so people are just going to have to live with it.

Quote:
Zeldor said:
Many battles just deserve to be resolved on battlefield, not by some virtual turn limit that forces whole army to spread into neighbouring provinces.
So let's say the turn limit is raised to 75/100, which is about the most realistic we could expect. Does this alter the situation at all? Not much, and there must still be a way to resolve a combat that does not stretch to infinity. The salient point is that every player is expected to bring enough resources to bear to actually finish things and if they don't, then it's too bad for them.
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Old July 21st, 2008, 07:55 AM

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Default Re: Patch notes

Edi:

I will have to talk with KO about that when I have a chance And yes, it means the Golem, the easiest alternative to Tartarians. The SC of choice for earth nations. I also think that gargoyle is mindless.

And yes, 25 turns more will change a lot. Probably resolve 75% problems with losing because enemy routed too fast etc.
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Old July 21st, 2008, 08:04 AM
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Default Re: Patch notes

I still don't understand why should it be raised but if the devs think it's necessary I will of course adapt even if not understanding Long life to pacific solutions - Peace at you Zeldor (I think KO reads our threads and makes his consideration by himself? but good luck with it, what else can I say)
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Old July 21st, 2008, 08:21 AM

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Default Re: Patch notes

I think the arguments as to why it should be raised are fairly clear. I don't mind it that much but there are definitely pros and cons.
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Old July 21st, 2008, 09:08 AM
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Default Re: Patch notes

Quote:
Tifone said:
To me this is just not a "computers' power" issue... It is a logical issue - that battles that last a long time aren't placed in a limbo out of the world, but it's normal that after a while both defenders and attackers have their reinforcements arrive, and need to reorganize.

It's illogical units and commanders are being auto-killed because of a game turn limit. It would be nice if defenders and attackers could reorganize unfortunately the game turn limit causes an auto-kill for the golems and other mindless SCs.

I just lost another golem who was auto-killed because of the game turn limit because the enemy could not flee the battlefield in time. Illogical and frustrating to not only lose the battle where I was declared the winner, but to also have my SC killed!




Quote:
Tifone said:
For the battle's timing too, 50 seem a lot, and just right. I mean, after 3 turns waiting, the most of the troops need to attack or retreat. That's maybe one turn to reach the enemy and then 44 to bash each other. It doesn't seem so restrictive.

50 turns is very restrictive... take a look at these battle results because of the restrictive game turn limits.

Friendly Combatants
Commanders: 2, killed 1

Enemy Combatants
Commanders: 4, killed 1
Regular Units: 91, killed 53
Magic Beings: 1, killed 1
Undead Beings: 64, killed 48


Thus my two SCs barely killed over 100 before one was auto-killed. YES, barely over 100 enemy troops killed from two SCs. All remaining enemy troops were fleeing yet I lost the battle because of the game turn limit.

Quote:
Tifone said:
I just would like someone to tell me what can an upper turn limit add to the game experience - actually, I see no advantage. While the things as they are have the advantage are:

-low-systems friendly for no long waits
-logical for the needs of the armies to reorganize
-a balance issue as the troops you have in the proximities of the battle (near provinces) should be able to join the fight after some time.

Really, why do you ask for an upper turn limit?

-utilizing high-systems means being able to play larger maps with larger battles on a more realistic level. It's unrealistic for battle turns to end so early considering each game turn is several months!
-each game turn is several months, yet the current battle turn limit is less than one day when examining battlefield actions.
-Your third statement would make sense if each game turn was a few days instead of a few months! You haven't played the game long enough to understand the needs.

* Now the needs for the increased game turn limits:
Allows for larger battles where the attacker isn't pressured to battle against an unrealistic clock which forces retreat.
Helps prevent SCs from being auto-killed when victory was so close.
Provides a game which can better utilize the computers of today and tomorrow which won't recognize any delay from increasing the game turn limits.

Quote:
Tifone said:
Even an adjustable issue - I dunno. Wouldn't that create a lot of confusion for the MP games? I mean, having battles ending at 50 turns or at 200 goes for a ground-breaking change in gameplay. Deciding a turn limit for every MP game, while many adjusts it in SP the way they like, could end up being uncomfortable for people used to different battle tactics.

I don't wanna do destructive criticism for that. I would like someone explaining me the point, if there is any. Peace
You're too new(green) playing Dominions_3 to have identified the importance of increasing the game turn limit so I'll try and explain the points. The main reason is forcing an auto-retreat and auto-kill after 50_turns is unrealistic where each game turn is several months. Second SCs are being killed by not enemy units or spells but because of a game turn limitation which is illogical and painfully wrong. Third it prevents gamers from attacking some large armies knowing they will be also fighting a game battlefield clock which is not even close for matching the several months of each game turn.

Ideally a battlefield turn limit should be adjustable.
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