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October 16th, 2003, 05:15 PM
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National Security Advisor
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Join Date: Sep 2003
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Re: About the most minor tweak you could imagine
What is the first round knights use their lances in? The first attack in a battle? All the attacks in the first round (if quickened somehow)? Does the distance the knight moved affect the damage given by lance?
Is there a way to make a new unit having an attack like this? If yes, is there any kind of a requirement for a weapon this would be done with? That is, does this kind of attack only apply the lance, or can you define that a normal spear would be used in the first round?
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October 16th, 2003, 05:20 PM
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Major General
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Location: Crystal Tokyo
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Re: About the most minor tweak you could imagine
Quote:
Originally posted by Nagot Gick Fel:
Scouts/spies/etc. with the Undead General or Valor heroic ability should be allowed to lead troops. Same when equipped with +leadership items.
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Yeah, there's nothing more annoying than getting a heroic scout, and ending up with Valor. So that the "0" units he commands turns a brighter shade, but stays zero The solution would be to have Valor add +10 (or so) troops minimum, before the variable % increase.
Although getting a combat mage with Strength is annoying, too Sometimes I've had mages with a strength of 30, but I still wasn't tempted to risk them in melee
I kind of think that commanders should be tagged - priest-type, mage-type, melee-type, stealth-type, and archer-type. Then, each type could have a set of valid heroisms... a mage would never gain strength or combat skill, and a standard melee commander would never gain "Power Cast" (a hero skill I just made up, that gives a damage multiplier to raw damage spells) or "The Gift" (another skill I made up, that reduces spell fatigue by a variable percent, starting at 25%).
And no... this is NOT the most minor tweak you can imagine. I hate when half my heros get useless abilities. BTW, stealth heroes could also gain "Chameleon" (decreases chances of being spotted) or "Squirreltongue" (able to scout all adjacent provinces, by talking to squirrels).
-Cherry
P.S. You know, a unicorn horn should be considered magical and armor-piercing, from what I've read about unicorns. And if you disagree, I suggest you read The Last Unicorn again 
[ October 16, 2003, 16:22: Message edited by: Saber Cherry ]
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October 16th, 2003, 05:33 PM
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Major
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Re: About the most minor tweak you could imagine
Quote:
Originally posted by Saber Cherry:
Although getting a combat mage with Strength is annoying, too Sometimes I've had mages with a strength of 30, but I still wasn't tempted to risk them in melee
I kind of think that commanders should be tagged - priest-type, mage-type, melee-type, stealth-type, and archer-type. Then, each type could have a set of valid heroisms... a mage would never gain strength or combat skill, and a standard melee commander would never gain "Power Cast" (a hero skill I just made up, that gives a damage multiplier to raw damage spells) or "The Gift" (another skill I made up, that reduces spell fatigue by a variable percent, starting at 25%).
And no... this is NOT the most minor tweak you can imagine. I hate when half my heros get useless abilities. BTW, stealth heroes could also gain "Chameleon" (decreases chances of being spotted) or "Squirreltongue" (able to scout all adjacent provinces, by talking to squirrels).
-Cherry
P.S. You know, a unicorn horn should be considered magical and armor-piercing, from what I've read about unicorns. And if you disagree, I suggest you read The Last Unicorn again
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I totally agree about heroic abilities. It makes very little sense for a mage to have incredible strength, or a knight to have incredible precision. This would be a nice change, and I agree, not so minor of an issue 
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October 16th, 2003, 05:38 PM
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General
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Join Date: Aug 2003
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Re: About the most minor tweak you could imagine
Rare Knights have incredible vision. They often go by the name Hawkeye.
Mages are generally stronger than ordinary humans. We have nerfed the mages to make the game less realistic. 
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October 16th, 2003, 05:40 PM
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Corporal
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Re: About the most minor tweak you could imagine
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October 16th, 2003, 05:46 PM
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Captain
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Re: About the most minor tweak you could imagine
Quote:
Originally posted by st.patrik:
I totally agree about heroic abilities. It makes very little sense for a mage to have incredible strength, or a knight to have incredible precision. This would be a nice change, and I agree, not so minor of an issue
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There are plenty of stories of magicians etc with heroic strength, once again the heroic abilities are intended to add flavour to commanders not neccesarily maximise their combat abilities. If you get a superstrong mage just imagine he has magically augumented his physical powers, been in a freak magical accident or whatever you wish. Give the knight a precision bow. Place the scout with valor as a standard in the front ranks with the troops etc. I think it is good that the abilities do not allways serve to make your commanders as powerful as possible, the unpredictabilty encourages people to change the focus of heroes and thus adds to the flavour of the game. Now you can have archer knights and never tiring infantry commanders, mages who have partaken of the strength and fury of the winter wind and assasins so famed and feared that they inspire nearby troops to stand firm in battle.
This is a good thing.
[ October 16, 2003, 16:49: Message edited by: johan osterman ]
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October 16th, 2003, 05:55 PM
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Major General
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Re: About the most minor tweak you could imagine
Quote:
Originally posted by johan osterman:
There are plenty of stories of magicians etc with heroic strength, once again the heroic abilities are intended to add flavour to commanders not neccesarily maximise their combat abilities. If you get a superstrong mage just imagine he has magically augumented his physical powers, been in a freak magical accident or whatever you wish. Give the knight a precision bow. Place the scout with valor as a standard in the front ranks with the troops etc. I think it is good that the abilities do not allways serve to make your commanders as powerful as possible, the unpredictabilty encourages people to change the focus of heroes and thus adds to the flavour of the game. Now you can have archer knights and never tiring infantry commanders, mages who have partaken of the strength and fury of the winter wind and assasins so famed and feared that they inspire nearby troops to stand firm in battle.
This is a good thing.
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I don't agree, but that's OK. What's more important is that you're deliberately ignoring the heart of the issue: scouting heroes gaining the "Squirreltongue" ability. I think that would be unbelievably cute, and make DomII more marketable in the 7-12 year old girl bracket. There could also be a FMV of the scout talking with woodlands creatures, gathered around in a semicircle like a scene from Bambi.
-Cherry
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