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  #1  
Old May 1st, 2007, 02:51 PM

MaxWilson MaxWilson is offline
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Default Re: Wish-List for Dominions 4

Wow, I really like that. Especially taking full damage from repels.

-Max

Edit: Why would this apply only to repels by smaller units? I'd rather make it apply to all repels against mounted attacks.
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  #2  
Old May 2nd, 2007, 11:09 AM

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Default Re: Wish-List for Dominions 4

Quote:
MaxWilson said:
Edit: Why would this apply only to repels by smaller units? I'd rather make it apply to all repels against mounted attacks.
Cyclops + big spear + attack bonus items + full damage from repel, might be slightly too good against sacred cavalry otherwise.
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  #3  
Old May 2nd, 2007, 09:19 PM
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Default Re: Wish-List for Dominions 4

I think terrain effects would be great in Dom4.

Archers/Cavalry would rule the plains, light infantry the forests, cold-blooded units would get a bonus in swamps, etc.

The implementation could be done both through unit stat adjustments and battlefield modifiers.

For example, in a forest, precision could be at 50% like Mist, AP of (non-Forest) mounted units would be at 50%, and light infantry or Forest survival units get +1 defense.
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Old May 3rd, 2007, 02:33 AM

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Default Re: Wish-List for Dominions 4

I still don't see it. Big spear is ineffective against cavalry with lances because spears are only length 4, just like lances. And a cyclops is bigger than cavalry, so this restriction wouldn't apply to them anyway.

-Max
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  #5  
Old May 3rd, 2007, 02:46 PM
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Default A carefully loaded question.

Are there any new magic paths-and coincidal bless strategies-that people would like to see in Dom4?

As it is, we've only got 8 blesses, 16 if you count them in twos for high-level effects.

That doesn't seem like a whole lot when you consider we're over the 50 nation mark.
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Old May 3rd, 2007, 02:54 PM

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Default Re: A carefully loaded question.

Not particularly, if you wanted to go that route I would introduce a special "bless" unit - 1 ability reflecting the chosen bless. Is it possible to scale cost? 200g for a lvl 4 bless as a base, increased costs up to a level 9 bless...or maybe a high initial cost, then requires gems? No clue, doubt it would work.

I'd rather see more spells within the existing schools, more items and more national restrictions on both.
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  #7  
Old May 3rd, 2007, 04:16 PM

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Default Re: Wish-List for Dominions 4

Quote:
MaxWilson said:
I still don't see it. Big spear is ineffective against cavalry with lances because spears are only length 4, just like lances. And a cyclops is bigger than cavalry, so this restriction wouldn't apply to them anyway.

-Max
Edit: Um, never mind about that second point. I was totally mixed up.

Edit^2: Sorry, that was supposed to be an edit, not a quote.
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Old May 3rd, 2007, 04:19 PM

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Default Re: Wish-List for Dominions 4

Quote:
MaxWilson said:
I still don't see it. Big spear is ineffective against cavalry with lances because spears are only length 4, just like lances.
There are not as many length 5-6 forgable items as I thought, but the two-handed S1 enchanted pike is length 6. That's the item I was thinking of when I wrote big spear.

Quote:
And a cyclops is bigger than cavalry, so this restriction wouldn't apply to them anyway.
Right, but if that rule was removed, it might be an issue. Since you asked why that rule was there.
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Old May 3rd, 2007, 04:47 PM
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Default Re: Wish-List for Dominions 4

I think if you have a 5-6 length weapon, it should be effective against calvalry, regardless of how big you happen to be. If it's 4 or less, then yes it can be size-determinate, but I don't see any reason why a huge heavy guy armed specifically with an anti-calvalry weapon should be penalized against an enemy he should-by all natural rights-have an advantage against.

Yes, I realize that it can be taken advantage of, but why not mod lances in the process so that they hit larger creatures more easily? And give war-horses the ability to independently trample smaller units at the same time their riders are attacking, while still retaining the ability to kick. That would even things out and make better sense.
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Old May 4th, 2007, 04:45 AM
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Default Re: Wish-List for Dominions 4

Simple-enough suggestion:

If a commander has no commands, can research and is in a province with a lab, it will count as a researcher and increase the research pool.
These commanders will show up in the research screen as normal. Commanders can still be set spesifically to research, so that they e.g. aren't found by the 'n' command.

Cainehill's request:
Capability to hide commanders set to researcher, as the DomII Tab option, in both main map view and in F1 view.

A variant of the earlier:
Capability to choose which commands are visible through a set of variables including but not limited to: magic in general, spesific magic paths, sacredness, afflictions, old age, number of units lead, has magic items. Preferably in both F1 and main map view.
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