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July 24th, 2010, 05:08 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: new items in the Dom3 progress page
Oh dear is fear going to be overpowered now. I mean, it was already good, and that was with it getting stealth parried? Wow.
As long as they're fixing things, how about fixing Sauromatia's broken poison archers. Or immortals routing in dominion, dying (assassination or cut retreat routs), and not resurrecting in the capital. You know, stuff that's actually broken.
I mean, don't get me wrong, the increase in #spells is awesome. But the May updates mostly looks like stuff that could be accomplished by modding, and likely already were (if anyone noticed there were problems). (The lab/temple thing is an improvement, I'll grant).
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July 24th, 2010, 06:07 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: new items in the Dom3 progress page
Quote:
Originally Posted by Squirrelloid
Complaining
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Actually I'm pretty happy with the new changes! Those nametype and spell number limits are HUGE for modders, and the rest have already been known about for a while. Thank you illwinter!
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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July 25th, 2010, 02:38 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Re: new items in the Dom3 progress page
Quote:
Originally Posted by rdonj
Quote:
Originally Posted by Squirrelloid
Complaining
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Actually I'm pretty happy with the new changes! Those nametype and spell number limits are HUGE for modders, and the rest have already been known about for a while. Thank you illwinter!
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Yeah I agree with this guy. The nametype limits have been an issue since day one. The spell slots were starting to become an issue, to the point that people were overwriting unique spells from nations of other eras. These are great changes. I just wish darkness in cave provinces was included  .
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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July 25th, 2010, 04:00 PM
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Corporal
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Join Date: Aug 2009
Posts: 110
Thanks: 27
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Re: new items in the Dom3 progress page
This is nice indeed. Good to hear!
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July 24th, 2010, 10:52 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: new items in the Dom3 progress page
Quote:
Originally Posted by Squirrelloid
Oh dear is fear going to be overpowered now. I mean, it was already good, and that was with it getting stealth parried? Wow.
As long as they're fixing things, how about fixing Sauromatia's broken poison archers. Or immortals routing in dominion, dying (assassination or cut retreat routs), and not resurrecting in the capital. You know, stuff that's actually broken.
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Whether its broken or WAD I don't think the immortality mechanics should be changed. It would amount to a boost for immortal units, which don't need it. I think it's good for game balance that there are certain situations in which immortality won't save them.
But that's a good point about the change in fear mechanics and of course fixing the poison archers would be good.
In case JK reads this thread I'll lobby again for adding a Constr. 12, non-gem generating, version of blood stones so that games without gem gens can replace that earth booster. It wouldn't conflict with the manual or have any impact on unmodded games.
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