Results 1 to 11 of 11

Thread: Orc traits for baddies

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Civis
    Join Date
    Aug 2010
    Location
    Sweden
    Posts
    122

    Default Orc traits for baddies

    Both Dunland and Adunabar can build orcish buildings, and train orc units.
    But building these buildings also has a very negative effect on any general staying in that city.
    Gaining variourious negative traits and ancillaries that are disadvantageous.

    What especially irks me is the snaga slave ancillary, why would you keep a slave around that is only bad for you (and even the description says that they are among the worthless thing to have).

    Why so many things that give Adunabar and Dunland generals negative scores to influence?

    And why are "bad" traits like orc-like something so negative for the "bad" factions. Shouldn't they be feared instead, who wants to start a riot against someone who is known to slaughter people without much reason, just imagine what will happen when he does get a reason.
    As well as such strong-arm tactics should be more respected amongst the evil folks.

    Cult of the Shadow generals shouldn't be that affected by it, I mean they are evil from the get-go. So being more evil shouldn't really be worse.

  2. #2

    Default Re: Orc traits for baddies

    Noted, the trait system will be probably getting a complete overhaul for DoM.

  3. #3

    Default Re: Orc traits for baddies

    Quote Originally Posted by Aradan View Post
    Noted, the trait system will be probably getting a complete overhaul for DoM.
    Whats DoM?

  4. #4
    StealthEvo's Avatar Campidoctor
    Join Date
    Jul 2010
    Location
    London
    Posts
    1,644

    Default Re: Orc traits for baddies

    Quote Originally Posted by Nehcrum View Post
    Both Dunland and Adunabar can build orcish buildings, and train orc units.
    But building these buildings also has a very negative effect on any general staying in that city.
    Gaining variourious negative traits and ancillaries that are disadvantageous.

    What especially irks me is the snaga slave ancillary, why would you keep a slave around that is only bad for you (and even the description says that they are among the worthless thing to have).

    Why so many things that give Adunabar and Dunland generals negative scores to influence?

    And why are "bad" traits like orc-like something so negative for the "bad" factions. Shouldn't they be feared instead, who wants to start a riot against someone who is known to slaughter people without much reason, just imagine what will happen when he does get a reason.
    As well as such strong-arm tactics should be more respected amongst the evil folks.

    Cult of the Shadow generals shouldn't be that affected by it, I mean they are evil from the get-go. So being more evil shouldn't really be worse.
    Debateable. They are only trying to restore the glory of Gondor They are just slightly misguided Men of the West meaning that evil should still have a taint to them. They however have enough conversion bonus's to deal with the evilness. Rhun, Harad and Dunland are fine however. Not being Men of the West

  5. #5
    Civis
    Join Date
    Aug 2010
    Location
    Sweden
    Posts
    122

    Default Re: Orc traits for baddies

    Quote Originally Posted by StealthEvo View Post
    Debateable. They are only trying to restore the glory of Gondor They are just slightly misguided Men of the West meaning that evil should still have a taint to them. They however have enough conversion bonus's to deal with the evilness. Rhun, Harad and Dunland are fine however. Not being Men of the West
    There is an easy way to solve that.

    Adunabar generals who are Men of the West, gets the same negatives as RK generals.
    While a general who is shadow cult doesn't.
    The change with traits is rather easy, just add in the condition: and not trait Cultist > 0
    Which means shadow cult generals can't get that trait but other Adunabar generals can.

    Means a bigger step between playing good Adunabar and bad Adunabar.
    Problem is, Adunabar is kinda pegged into playing bad, since all their new generals will be cultist.

    One solution would be to change so Adunabar agents and generals receive their religion based on the city they end their turn in. Meaning if you have a general coming of age, or a agent trained, you can move him to a city with the "correct" religious building to have them join that religion.

  6. #6
    StealthEvo's Avatar Campidoctor
    Join Date
    Jul 2010
    Location
    London
    Posts
    1,644

    Default Re: Orc traits for baddies

    See I like that kinda play. Whilst the ease of being good Adunbar versus Bad is difficult. I think having a split could be interesting. The only down side is that there'd need to be additional ancillary coding for faction heir ancs. Easier said then done.

  7. #7
    Civis
    Join Date
    Aug 2010
    Location
    Sweden
    Posts
    122

    Default Re: Orc traits for baddies

    Quote Originally Posted by StealthEvo View Post
    See I like that kinda play. Whilst the ease of being good Adunbar versus Bad is difficult. I think having a split could be interesting. The only down side is that there'd need to be additional ancillary coding for faction heir ancs. Easier said then done.
    I suspect you mean Herumor and cultist.

    No real problem, just put in the condition that to get them, the general needs to be cultist > 0
    So as soon as your leader, or whoever you decide to give Herumor to, dies, then if your leader is a man of the west, he will not get Herumor. Herumor will not reappear until the adunabar faction leader is a cultist.

  8. #8

    Default Re: Orc traits for baddies

    (The) Dominion of Men, the upcoming FATW version. "3.0" is just the version number, you didn't think we'd have such a plain name for the release, did you?

  9. #9
    StealthEvo's Avatar Campidoctor
    Join Date
    Jul 2010
    Location
    London
    Posts
    1,644

    Default Re: Orc traits for baddies

    Shouldn't it be called.

    RotE;TRS

    Return of the Elves;The Reslaughtering

  10. #10

    Default Re: Orc traits for baddies

    That was our second option.

  11. #11
    StealthEvo's Avatar Campidoctor
    Join Date
    Jul 2010
    Location
    London
    Posts
    1,644

    Default Re: Orc traits for baddies

    I was more referring to the man hours required to make that change and test it.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •