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Old June 10th, 2009, 06:45 AM

Fate Fate is offline
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Default Re: an idea to reduce turtling

The research difference would be simple to maintain. Just make a different research unit for each side with more or less research.

A more difficult consideration is the cap-only-ness. For some nations this is not a problem, but for nations with lots of cap-only recruits you are still forced to decide between research and deploying units, ony this time you have a unit that can ONLY research vs a unit that can ONLY fight. I think it would unfairly disadvantage them.

I would suggest editing it in as an auto-summon or a summon-allies.

I encourage you to look at modding. Making such a research summon (or adding it as an ability to every pretender) shouldn't be that hard. The hard part is going through the DB and giving an RP malus to all the mages out there (I suggest getting EDI's excellent DB for this).
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Old June 10th, 2009, 10:00 AM
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Burnsaber Burnsaber is offline
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Default Re: an idea to reduce turtling

Quote:
Originally Posted by Fate View Post
I encourage you to look at modding. Making such a research summon (or adding it as an ability to every pretender) shouldn't be that hard. The hard part is going through the DB and giving an RP malus to all the mages out there (I suggest getting EDI's excellent DB for this).
Actually this is the easiest part. Takes about 10 minutes.

A) Find someone who can use perl (or some other coding ****, I don't really know about those)

B) Have the said guy generate you a mod that gives researchmalus -50 to all dom3units.

Actually, Lch did me one a couple days back. According to IrC log, it took him under 20 minutes to do it.
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