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

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #101  
Old March 31st, 2009, 04:45 AM
Jazzepi's Avatar

Jazzepi Jazzepi is offline
Major General
 
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
Jazzepi is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

Those spells really are only there to save you mage time.

Jazzepi
Reply With Quote
  #102  
Old March 31st, 2009, 06:34 AM
Reay's Avatar

Reay Reay is offline
Sergeant
 
Join Date: Dec 2006
Location: Australia
Posts: 202
Thanks: 98
Thanked 1 Time in 1 Post
Reay is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

Yeah, I was wondering about that myself. One factor is the time saving for mages. Also, they do not require the secondary paths of magic for Ritual of Five Gates.
Reply With Quote
  #103  
Old March 31st, 2009, 07:09 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: Conceptual Balance Mod 1.41

Saving time of Blood mages can (at least theoretically) be transformed into increased slave income. I believe 4 B2 mages hunting instead of casting wcouldn't have much trouble catching more than 13 slaves per turn.
Reply With Quote
  #104  
Old March 31st, 2009, 05:32 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by mindlar View Post
Bind Fiend costs 2, Bind Devil costs 3, Bind Frost Fiend costs 2, Bind Storm Demon costs 3, Bind Demon Knight costs 5. Ritual of Five Gates costs 28 slaves (13 more than the individual summons), requires 3 more blood than the individual summons, and requires 2 more levels of research.
Quote:
Originally Posted by Endoperez View Post
Saving time of Blood mages can (at least theoretically) be transformed into increased slave income. I believe 4 B2 mages hunting instead of casting wcouldn't have much trouble catching more than 13 slaves per turn.
Quote:
Originally Posted by Jazzepi View Post
Those spells really are only there to save you mage time.

Jazzepi
Ehhh, in Vanilla, a Fiend of Darkness costs 5, I believe all others cost you 7 slaves apiece. Adding a couple of extra boosters, then pushes efficiency for the high end spells significantly higher than the single cast spells.

2-3 slaves I believe is really much too cheap, I mean over a 50% discount from Vanilla, on units that see a lot of play even at full price.....?

Yeah sure, you can open up other blood hunting provinces, of course. But, most people would want to saturate to the point that the rate of blood income to gold income gives them the most satisfactory results. In many cases, this would indicate it to be easier to just Monthly cast the low level versions of the spells. This warps the blood economy a bit, making the big spells a very big trade-off, rather than a no-brainer.

Can't believe I didn't notice this myself. o.O
Reply With Quote
  #105  
Old April 1st, 2009, 12:20 PM

Huzurdaddi Huzurdaddi is offline
First Lieutenant
 
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
Huzurdaddi is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by JimMorrison View Post
2-3 slaves I believe is really much too cheap, I mean over a 50% discount from Vanilla, on units that see a lot of play even at full price.....?
Sure devils see a lot of play at full price, but where do those units come from? Usually from the higher levels spells: ritual of the five gates, the level 9 spells, and soul contracts. I think that making these lower level summon cheap was a brilliant move by QM as it adds new strategies.

I also don't think it is overpowered at all. In the early game mage turns are at a premium and dedicating a decent mage (in many, but not all, cases a capital only mage to monthly casting a ritual is expensive).

I do have one question though, and it is not directly related to the change in blood summons (although it is in a way). It seems, that even with these changes, that people still prefer to use their gems to forge items for thugs than summon troops. Perhaps it is time to go back to addressing the cost of some of the really popular items in the game, such as:

Dwarven Hammer
Frost Brand
Vine Shield
Eye Shield
Anti-magic amulet
Lucky pendant

(I am sure that there are many more). These items are forged, in great quantity, in most games. For good reason, they are fantastic bargains. Maybe that needs to be addressed? I know that QM tried to fix the cost on the dwarven hammer and people rebelled, but now that them mod is so very good maybe now is the time to try it again?
Reply With Quote
The Following 2 Users Say Thank You to Huzurdaddi For This Useful Post:
  #106  
Old April 1st, 2009, 03:38 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

Ref boosters:

One of the interesting aspects of the game is that empowering is so expensive, and booster items so cheap. AND booster items can be handed around.

Changing that has long been a pet idea of mine - but the game implications are really strong - not that strong is a bad thing - but it may be the thing with the biggest single change to the game.

Boosting the cost of all boosters (say by 50), changes the value of cross path mages. Changes the relative strengths of nations; increases the value of gems, delays the onset into mid and late game.
Reply With Quote
  #107  
Old April 2nd, 2009, 01:23 PM
Wrana's Avatar

Wrana Wrana is offline
Major
 
Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
Wrana is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

I'd agree about a Frost Brand. I'm making it myself, but it still feels criminal. I'd say that 10 gems and possibly Water 2 requirement would be OK...
Reply With Quote
  #108  
Old April 2nd, 2009, 05:41 PM
Jazzepi's Avatar

Jazzepi Jazzepi is offline
Major General
 
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
Jazzepi is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

I've always thought the difference between fire brands and frost brands was fine. Ice resistance is usually the worst of the three since favored thugs are likely to be undead and thus already immune, and more deadly/common evocation magics are straight up fire damage then straight up cold damage.

Also, the firebrand loses 4 points of damage and 1 point of defense over the frost brand, but gains armor piercing which makes a difference against high level SCs which regularly will have 25-30 armor.

Jazzepi
Reply With Quote
  #109  
Old April 3rd, 2009, 03:26 AM

Dragar Dragar is offline
First Lieutenant
 
Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
Dragar is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

yeah, but fire brands are a lot tougher to make

I think dwarven hammers are worse than frost brands though, seriously how many players that survive a year or 2 in a game don't have at least 1 hammer? They are exceptionally powerful in how much they can save - a hammer probably saves on average at least 3 gems per turn, so is 3x+ better than a clam, which people generally agree make for overpowering stategies. Yet a hammer is so easy to obtain, single path of 2.

10% reduction in forge cost is probably a lot more reasonable. It can gain a 2x bonus against constructs as a thematic compensation
Reply With Quote
  #110  
Old April 3rd, 2009, 10:28 AM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

On the one hand, increasing the cost of frost brands would nerf (slightly) Niefle. But generally water is already noncompetitive with death and astral...
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 12:12 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.