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Why you think blood slaves being 'localized' is 'unexplicable' when they are units and all other units are localized and cannot simply teleport (without taking a turn) elsewhere?
It's already silly that you are allowed to stealth and fly with them - though at least if taken underwater they will drown now (unless you have enough gift of water breathing to support them).
So while I understand how you and many others find this awkard, it makes perfect sense in context, at least for blood slaves.
For defensive battles in provinces with Labs, this would automnate all the gem-handling.
Althought I do agree there could be some improvements, especially when growth is considered by far the best scale and order can be sacroficed for more events if you are running luck scales. It would be nice to see the scale modifiers more significant in order and poduction in my opinion.
Thugging is not dead. It is still possible to make thugs or SCs that can take out hundreds of unit, or at least annihilate entire PD. Golem with vineshield and a brand is a decent thug, but a golem with vine shield, brand, armor of knights, astral skullcap and astral coin is a SC that can teleport to blast enemy armies with astral tempest if the enemy lacks proper counter against it.
The bloodmagic is so different from the other magic paths that a least I am fine with it having different ferrying mechanic. Blood is really strong late game magic and hindering enemy's blood slave supplies by targetting the provinces where the blood hunt happens is one form of counterplay.
SC's are far, far from dead. In my Dom 5 MP game, SC's are completely dominating 6+ Golems, 6+ Iron Agels, 2+ Arch Devils, Elemental Royalty - Earth Kings, Air Queens, Troll kings, Sea Kings...thats upto turn 66. Spread over 3 nations MA Ulm, Uruk & Pelagia, I am MA Uruk.
Its actually have SC's or your nothing....
So far I have killed a fully kitted out Air Queen & Golem, lost none of my own SC's yet...losing SC's don't seem to put nations off pumping them out.
Armies & mages are largely fairly helpless bystanders to be slaughtered...
I absolutely agree about this, I am not against the player needing local mages to collect the blood slaves. I am just saying that unless you manually assign them to keep some slaves or there is no connection to a lab (or even a mechanic needing a lab in a 2-3 province radius, so you could target that instead), the game would be much more enjoyable and fast without having to ferry the slaves themselves to labs via dozens of scouts in a late game empire. At least for me.
Thanks for your input. I think that since they go to the gem bar and are treated as gems for a ton of uses, including the ones you said and also the Blood Vortex spell, I think there could be space for a quality of life change about how they're handled.
Lore aside, I am just speaking about a possible QoL improvement I would be enthusiatic about, since from what I've read the devs have made an AMAZING job at reducing micromanagement over the years. Right now, thinking about managing tons of scous ferrying gems and blood slaves around as I did for years is the only thing keeping me from buying Dominions 5, personally :(
Glad to hear that; on the other hand since Dom4 came out I've read plenty of posts stating how wasteful thugs and SCs are now, with gems being less common overall, more counters to lone units, and the opportunity cost of giving all those gems to mages for powering up battle spells. On the other hand I still play Dom3 only so that's just theorycrafting and second-hand infos :\
Hey, IIRC I remember your from the days of the old Shrapnel forums! Good to hear about your experience on the matter! That's nice, thanks a lot.
Something that *would* reduce the enjoyment of the game for some players who do like how Blood magic is different.
If blood slaves move to labs automatically, then why have them instead of 'blood gems'?
It sounds like you have not played Dom4, by the way - do you know there is a now command (V) to pool all blood slaves in the province on a single commander now?
It would be great if, after spending gems/slaves, mages automatically resupplied gems/slaves from the lab provided there's a connection between the province they are in and a lab.
It could even be linked to a checkbox in the commander orders (replenish after battle) so you don't get your gems wasted if you don't want. That would counter the technique of sending magic attacks on opponent armies to make them waste gems, but I think this would not be a net loss.
That would alleviate the need for scouts, indie commanders and whatnot accompanying troops, discharging gems, which is pointless micro.
The Z shortcut and others have made things easier for bloodhunters, but it's still a PITA to have to ferry all those gems around.
Yes, I know about shift+V and shift+Z and it's surely an already good improvement. As I said, while I still only play Dom3 i kinda obsess about the forums and the patch reports and stuff ^^
Well collecting them would still require mages being in a province and hunting for them, itwould still cause unrest and poploss and require patrollers, slaves would still appear on the battlefield, their main use would still be rich of flavour as in they get sacrificed in labs and battlefields for summoning demons and rains of bloods and toads and horrors etc ^_^
Just talking about the ferrying mechanic after all, for the same reason you don't have one about bringing arrows around for archers...
The implication is that archers can resupply between battles using the province's natural resources.
How would you explain blood slaves teleporting to laboratories when other units taken from the local population (consider militia) can't?
I will 3rd this, great idea and forcing opponents to use there gems was always abit 'cheesy' to me so no loss at all.
quote=Zonk;1696040635907178329]How would you explain blood slaves teleporting to laboratories when other units taken from the local population (consider militia) can't? [/quote]
Easy...an internal provincial infrastruture is pretty much assumed to be in place in every province, even alot of random events refer to your province governor who raises PD on his own or recuits troops independently. So this infrastructure transports / guards / escorts the slaves to your Fort / Labs / slave cells.
Lore-wise, for all we know they would covertly march in one turn for the 1-2 provinces to the nearest lab, obediently by themselves or lead by the mage servants but not necessarily requiring my clicks and time in a 200 provinces empire.
On the other hand, they already teleport between labs with no problem, since i can put 50 of them in a far-away lab and then instantly summon them to my capital to be sacrificed for a demon or turned into an item ^_^
They resupply underwater and in wastelands, deserts, swamps and caves, also without actually touching the province's resource pool. It wasn't really about arrows, it's just about realism in logistics. More realism, more clicks, more realism, longer and potentially more boring turns. There could totally be some unit that you have to ferry around that make arrows and resupply your archers, but I guess you don't want that ^_^