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Old January 17th, 2006, 12:18 AM

Fate Fate is offline
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Default Re: Units in Dominions

Well, I see those points, and your right, but I guess the real thing is that units feel too seperate from the commanders. It might have more flow (for me) if the commanders got some of their strength directly FROM the units. So there could be "mage-helper" or "priest-helper" type units added, and maybe standards could increase command instead, or on top of, morale and stuff like that. Then there would be more purpose to units, and they would feel more interesting.

I just want something that encourages, and maybe forces, players to deal with armies at least over a hundred to get anything done (though 50 is fine early game). Maybe this already happens, but just glancing through this forum, it feels like big armies tend to be less useful if the higher techs and gem incomes are reached. I ahve only played the demo, so I wouldn't really know.
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Old January 17th, 2006, 01:54 AM
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Morkilus Morkilus is offline
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Default Re: Units in Dominions

Play a bit with Ermor or Pangaea with turmoil.. then you'll see how effective large armies are. Most of the time they're just "meat shields"... but that's pretty realistic anyway if you want to talk about premodern war. I think the supply system doesn't help for making really big armies... they just starve unless you sit at home in your own dominion.
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Old January 17th, 2006, 12:06 PM
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Default I stole your thread! Proposition for repel.

I meant to start a new thread for this, but I don't think this is worth that much attention after all, and it fits this thread quite well. Please excuse me for stealing your thread.

I have a proposition for repel:
Instead of doing 1 damage, it does [(defender's longest weapon) - (the attacking weapon)] points of damage.
So normal Spears (length 3) would deal 1 point of damage vs Swords, 2 versus Daggers, and 3 versus natural weapons like bites. Pike of the Ulmish Pikeneers could deal up to 6 points of armor-negating damage to 0-length attacks, and 3 points to normal spears.
Damage values of some weapons, like Pikes, could be lowered to compensate their new repelling power.

Would it change make Repel more poweful, too powerful, or something else? If it's too strong, maybe the following changes could also be made:
1) A new attack/defence (but not morale) roll is needed before each point of damage.
2) The minimum damage is one, and it increases at half the proposed rate, e.g. Pike vs Sword (6vs2) would deal 3 damage.
3) The minimum rate is one, and it is one/two points lower than the proposed.

This would make long weapons very good against all natural weapons. This would hurt Wyrms.
On the other hand, the small improvements would make e.g. Ulmish infantry with Battleaxes, Flails or Mauls slightly better, those with Hammers slightly worse, Black Knights quite a bit better if the Lance can be used to repel, and Pikeneers a lot better.

I would also like Pikeneers to move little faster than the other Ulmish infantry, and have even higher morale (they have 11 when compared to 10 of other Ulmish infantry) with a small increase in price. Then they would fit their historical role as brave soldiers fighting in the front, and getting paid more, but still wouldn't be useful on their own.
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