.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old September 18th, 2004, 11:58 AM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: Wishlist for September

Quote:
Cohen said:
I'd like to see something against raiding that is so damn strong.
I think population in general dies too quick .
Iirc 0,3% pop / 10% tax above 100% are killed .

Putting taxes to 200% is imo a bit too strong . If it is done only 1 turn you need to run taxes after that 1 turn on 40% to reduce the unrest to zero again and more important 3% of your pop died .
This is especially severe with Caelum . They can reduce by this your goldincome easy 20-30% when they do it earlygame even if you can take back the provinces .


My suggestion : Reduce the poploss from 200% taxation 2/3 to 1% .
This still prevents abuse earlygame by putting taxes to 200% for a few turns but in 2 turns the poploss by 1 turn 200% tax is recovered this way .

You still kill population fast enough by pillage .


Or perhaps include a spell which requires Water or Nature or a combination of both to cast which gives positive growth in some variations :
A rather cheap one with small effect like +0,5 % growth for 5 turns which is low research .
A more expensive one where the effect is bigger , mid level research .
And high level research a global which gives you something like +0,2% growth / dominionlevel in all your provinces .

But at the moment if ermor is included normally at turn 30-40 i think the world population is probably about 50-60% from the starting one . This is a bit too severe imo .

Population is the only resource which normally declines during the game . With lots of luck with events and positive growth you can keep it constant or get a small increase but not a big one .
Reply With Quote
  #2  
Old September 18th, 2004, 12:23 PM

Cohen Cohen is offline
Captain
 
Join Date: Mar 2004
Location: Italy
Posts: 839
Thanks: 0
Thanked 0 Times in 0 Posts
Cohen is on a distinguished road
Default Re: Wishlist for September

The real problem is that you can never catch enemy raiders unless you bet on the province where the enemy will go (and this is damn difficult with Caelum ...) and send in troops.
Considering other raiders like Thuata and Vanheim sneaks in shadows too probably you can't catch them properly.

So how to defend except mad castling? Trapeze or teleport an SC there? But if you haven't an A2 or S3 SC ... ?
If they sneak I dunno if your guys teleporting in will catch them.

So on I'd like to see troops having some chances to move into before the enemy can move. And I'd use the Leadership rating to choose who move first, the higher the first you'll move (leadership could be seen too as how a commander could organize troops, lead them in forced marches and such).
This could be a boost too for items not so used like Crown of Command and such, that are usually never used.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
Reply With Quote
  #3  
Old September 18th, 2004, 12:33 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Wishlist for September

Quote:
Boron said:
My suggestion : Reduce the poploss from 200% taxation 2/3 to 1% .
This still prevents abuse earlygame by putting taxes to 200% for a few turns but in 2 turns the poploss by 1 turn 200% tax is recovered this way .
I don't think you quite understand the implications of what you've just suggested. Lowering the death for high taxes would simply lead to people starting to tax and patrol to get the most gold.

Quote:
But at the moment if ermor is included normally at turn 30-40 i think the world population is probably about 50-60% from the starting one . This is a bit too severe imo.
Everybody suffers the same. What's the problem?
Reply With Quote
  #4  
Old September 18th, 2004, 12:38 PM

Cohen Cohen is offline
Captain
 
Join Date: Mar 2004
Location: Italy
Posts: 839
Thanks: 0
Thanked 0 Times in 0 Posts
Cohen is on a distinguished road
Default Re: Wishlist for September

The problem is that Pop don't regrowth except for growth scale, that however has a minimal effect.

I believe IW should improve the growth scale to 0.4 or 0.5%% at scale point.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
Reply With Quote
  #5  
Old September 18th, 2004, 12:39 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: Wishlist for September

Illwinter has also stated population was supposed to die because of the whole battle between gods; living in such a troubled era results in many deaths according to this logic. As such, you should not expect to gain much population, and I feel it is fine as it is currently.

My only wish is for more modding commands (magic items, or possibly even a way of making new summons; perhaps by copying an already existing spell, and changing the ID of the summoned creature?), but Illwinter already adds such commands with each patch, so it may be quite redudant to add it to a Wishlist.
Reply With Quote
  #6  
Old September 18th, 2004, 09:05 PM

deccan deccan is offline
Major
 
Join Date: May 2003
Location: Solomon Islands
Posts: 1,180
Thanks: 0
Thanked 0 Times in 0 Posts
deccan is on a distinguished road
Default Re: Wishlist for September

Quote:
Alneyan said:
My only wish is for more modding commands (magic items, or possibly even a way of making new summons; perhaps by copying an already existing spell, and changing the ID of the summoned creature?)
Me too. This way I can get around to making a vampire-only nation to replace Ermor. Hehe.
__________________
calltoreason.org
Reply With Quote
  #7  
Old September 18th, 2004, 09:10 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: Wishlist for September

You should actually be able to do so Deccan, although you would have to suffer the Dominion of either Ashen Empire or Soul Gate. These two themes come in with a lot of nation-only spells, and so you should be able to fully change these spells and the creatures they summon to suit your tastes.

In this case, the problem would be the auto-summon of AE/SG (you could ignore these creatures though), and their population-killing Dominions. Note that the above has not been tested, although I should toy with modding nation specific spells one of these days...
Reply With Quote
  #8  
Old September 19th, 2004, 05:49 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Wishlist for September

For dyccan/Alneyan:

Wouldn't it be possible to just make the special spells of Ermor themes national spells of Ermor? This would give them to base Ermor. You could even change the unholy spells as they are unique to Ermor (I think) and your mod won't probably have any unholy priests... Besides, if you changed Ermorian Cultists and Ghouls vampires could just turn up and attack your enemies!

For Thufir:

What about this: the army with faster strategic move moves first. If the army moves in owned province, they get a bonus of +1 to their strategic move when the moving order is considered. With this chance, armies consisting of light cavalry and other troops with Strat. Move of 3 would always catch armies consisting of heavy infantry.

It woldn't help against Caelum though, and would make it very easy for them to repel raids. But then, Caelum is meant to be a good raider...
Reply With Quote
  #9  
Old September 19th, 2004, 07:03 AM

deccan deccan is offline
Major
 
Join Date: May 2003
Location: Solomon Islands
Posts: 1,180
Thanks: 0
Thanked 0 Times in 0 Posts
deccan is on a distinguished road
Default Re: Wishlist for September

Quote:
Endoperez said:
For dyccan/Alneyan:

Wouldn't it be possible to just make the special spells of Ermor themes national spells of Ermor? This would give them to base Ermor. You could even change the unholy spells as they are unique to Ermor (I think) and your mod won't probably have any unholy priests... Besides, if you changed Ermorian Cultists and Ghouls vampires could just turn up and attack your enemies!
Interesting. I did some tests and yes, I could change the paths, ritual casting costs and the resulting creature from a spell like say "Revive Lictor". However, there doesn't seem to be a way to give the spell "Revive Lictor" to base Ermor, so a player will have to choose the AE theme to gain access to the spell, and it doesn't seem to be possible to rename the spell itself.

I'll run some tests and work through some ideas. Thanks Alneyan.
__________________
calltoreason.org
Reply With Quote
  #10  
Old September 19th, 2004, 07:49 AM

atul atul is offline
Captain
 
Join Date: Oct 2003
Location: Finland
Posts: 883
Thanks: 14
Thanked 11 Times in 9 Posts
atul is on a distinguished road
Default Re: Wishlist for September

Quote:
Endoperez said:
What about this: the army with faster strategic move moves first. If the army moves in owned province, they get a bonus of +1 to their strategic move when the moving order is considered. With this chance, armies consisting of light cavalry and other troops with Strat. Move of 3 would always catch armies consisting of heavy infantry.

The problem I see with this, is that it'd force the implementation of third battle resolution phase. Now, the battles are resolved after 1) magic movement and 2) normal movement. Any new system to catch raiders based on fast movement would need to resolve battles after 1) magic movement, 2) fast unit movement and 3) slow unit movement. It'd be a management nightmare.

Without the third phase, how else would you implement raider movement? Sure, anti-raider group catches the raiders, but what if raiders win? They move to next province like first instructed and battle again? Or could you keep raiders immobile by sending small move-3 Groups at them turn after turn?

I may be missing something since I haven't thought about this much, but that's what I come up with first impression.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:32 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.