Dominate as a 1-turn only spell

I still think limiting the concurrent casts of the spell will end "most" of the overpowered complaints here. As seen with other mods, this is totally possible. Leave the domination spell exactly as it is, only make it a One Cast per 3 to 5 turns spell. So a mage walks up and casts Dominate on a stack of your units, it won't be until 3 or so turns later till he can cast it again. The only thing about domination I prolly would change, is the ability to dominate Heroes. IMO, Heroes should either NEVER be dominated, or very very rarely, like a 5% chance regardless of what promotions either the mage or the hero has. Not to mention the waste of Dominating a rival hero, only to have him defect the next turn because you don't share his religion or race, etc. Causing the unit to kill itself and remove itself from the game effectively.

Command on the other hand I like as a way to gain hero's (even if for only one turn), as a unit is basically besting them in combat, and turning them over to their side. And let's face it, it's your own fault if you let a Command unit take out your hero.

If Dominate was set to a Once per ever 3 turns spell, would those of you who think it overpowered be happy with this result?

Uh, heroes that abandon you due to Religion can now be built again by any follower of that religion. Racial heroes never abandon you, so you can wander around stealing everyone's heroes and crushing everything in your way. Domination as of right now is an excellent way of countering powerful heroes, even if they do abandon you next turn, because the enemy still loses them.
 
Well, then make heroes immune to dominate.
 
Tracking which player the unit used to belong to would be extremely difficult to implement, if not impossible. If it could be done it could be good, but I'm not sure it is worth the effort.

I just thought I'd point out that this problem seems to have been completely solved by Dom Pedro II's Conqueror's Delight Modcomp. There is a lot of really cool stuff in this modcomp, and I am trying to convince Xienwolf to include all of it in his xml modcomp (which is from now on also the base SDK/schema for Fall Further)


If you want to have the ability to make units revert back to their old owner (whether after being Dominated or for some other reason), you should really focus on getting everyone to pester Xienwolf and Vehem to include this modcomp. (Since Xienwolf's modcomp is now the base for FF, things specifically requested by Vehem are going to get done first, and anything Vehem doesn't like has little change of being added.)
 
Well, frankly, I think addin such a thing is clutter.
 
If you want to have the ability to make units revert back to their old owner (whether after being Dominated or for some other reason), you should really focus on getting everyone to pester Xienwolf and Vehem to include this modcomp. (Since Xienwolf's modcomp is now the base for FF, things specifically requested by Vehem are going to get done first, and anything Vehem doesn't like has little change of being added.)

Pestering doesn't really work so well as presenting a reason and discussing it. If all else fails, the code for both my original DLL and Xienwolf's new one is always going to be available (may be a little late sometimes - but we'll always provide it) - what you're suggesting isn't too far off what we've just done for summons in the latest version (tracking their masters). Take a look - see what you can do.
 
Kael has tweaked this spell a bit for the next version. Let us know what you think then, it'll be slightly less powerful. (Of course, he also added a way to dominate, like, 24 units in one turn if you get really lucky with one particular leader.) (No I won't say more at the moment, I don't feel responsible to relate more than teasing hints from changes under consideration.)
 
Back
Top Bottom