Pyr0mancer
Prince
- Joined
- Jan 18, 2008
- Messages
- 542
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.