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-   -   Impartial MASTER LIST of issues/problems (http://forum.shrapnelgames.com/showthread.php?t=16595)

st.patrik November 1st, 2003 07:16 AM

Re: Impartial MASTER LIST of issues/problems
 
I'm posting this again because I'm about to post the poll, and I have one addition to the list to make - a suggestion I made much earlier, which pretty much got shot down. It's a suggestion to rework the way province defense is done. Check out the thread here. Not all original ideas - some discussion on usenet about this. Anyways, read about it if you're interested. Then go take the poll. http://forum.shrapnelgames.com/images/icons/icon7.gif


1. Tweaks/Easy changes to implement
• Darker colours/textures in unit displays [to make sprites easier to see/look better]
• Alignment of stats in unit info screens [i.e. in a column]
• Pre-made pretenders for new players
• New player 'get started' guide
• Quick start game for new players
• End/quit/save/host button remake [so that 'end turn' takes you directly to next turn]
• Bless effects displayed when creating a pretender's magic
• Actual effects of scales explained when creating a pretender's scales
• Line between commanders and regular units in recruitment screen
• Titles in recruitment screen for unit section and commander section
• More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.)
• Able to quit battles using ESC
• When selecting commander from F1 screen, have the commander be highlighted when it jumps to him
• X axis labeled in score overview graph
• Message in top left when Commander is killed in battle
• When you win/lose a game, instead of exiting the program, get brought back to main menu
• Show undead and magic leadership in unit info screen (e.g. 25/0/10)
• Soldiers with "guard commander" orders fire missiles if a target is within range
• Link from nation overview (F1) to recruitment screen in each province
• Show resource usage in nation overview [so that you can see at a glance which provinces aren't being used to their full potential]
• Warning colours in nation overview (e.g. red for supply usage when higher than supply availability, etc.)

2. Additions of relatively minor features
• Battle results (i.e. list of casualties) when storming a Castle
• '?' accessible on main menu (i.e. as a button)
• Research point 'lock' for schools of magic
• Random nation AI opponents
• Map and Scenario triggers [not sure where this was mentioned]
• Ability to rename commanders, or at least add epithets
• Enhanced start (starting with more than one province)
• Ability to close screens without having to scroll down or press ESC (e.g. Windows-style [x] or 'Exit' button below instead of at the end of scroll-lists)
• Names of units in addition to icons in recruitment/deployment screens
• Detailed breakdown of mixed squads in deployment screen
• Detailed lists of losses (most importantly commanders)
• Right-clicking commander in main screen gives you list of troops under his command
• Build queue for commanders (even though there is only one recruitable per month)
• Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen
• Build queue doesn't charge you for units which won't be built that turn
• Ability to turn off pre-battle zoom animation
• Number of local defense force killed show up on battle report (even though they're automatically replaced)
• Ability to enter new subscreen (F1, recruitment, etc.) without ESCaping out of the current one
• Hostile borders different colour than province borders within your nations [don't know if this is possible]
• Prevent redundant site searching [or have a message like the "preaching cannot be used to raise the dominion of this province any higher" message]
• When game ends prompt for deletion of game file
or
• When game ends, automatically delete game file
• Ability to toggle on/off battle grid in squad positioning screen
• New Command for missile units: Hold or Fire
• Keyboard selection (hotkeys or something else) for every command available with mouse
also including:
• Keyboard command to select next commander within province, even if he already has orders.
• Ability to scroll lists with arrow keys instead of mouse
• Keyboard interface for research screen
• Keyboard command to cycle through friendly provinces
• Expanded gem-transfer screen, showing more than 2 commanders
• Label in nation overview identifying province types [feudal, amazons, etc.], and therefore the troops recruitable there
• Ability to cycle through recruitment screens without exiting to main map

3. Additions of relatively major features
• SP diplomacy
• Increased battle replay functionality (various speeds, etc.)
• Ability to store more than one god for each nation
• Modability
• Search function for items on commanders
• Battle Sim
• Enabling/disabling spells [being able to indicate which spells your mage should pick from]
• Translucent filters for map instead of icons (for dominion strength, production, province defense, etc.)
• Rework of province defense

4. Balance considerations
• Improve Strategic AI
• Bug fixes
• Less focus on supercombatants
• More regrowth possibilities / less emphasis on population death
• Greater 'bless' effects [e.g. starting at an earlier level (lvl 3?), increasing exponentially rather than by addition (1,2,4,8 vs. 2,3,4,5), magic cheaper in general, etc.]
• Reduce effectiveness of artillery-like spells (esp. in hostile dominion), or provide counters

iRichard November 2nd, 2003 10:30 PM

Re: Impartial MASTER LIST of issues/problems
 
I don't know if it has been noticed but with Pythium/Serpent Theme you have access to some sort of acolytes. These guys are descripted as acolytes who were able to drink poison without being killed. But they don't have ant poison resistance.

BTW : is there any search engine on this forum ?

[EDIT : of course this is not of a great importance]

[ November 02, 2003, 20:31: Message edited by: iRichard ]

HJ November 2nd, 2003 10:52 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by iRichard:
I don't know if it has been noticed but with Pythium/Serpent Theme you have access to some sort of acolytes. These guys are descripted as acolytes who were able to drink poison without being killed. But they don't have ant poison resistance.

BTW : is there any search engine on this forum ?

[EDIT : of course this is not of a great importance]

<font size="2" face="sans-serif, arial, verdana">They have to drink poison to be promoted - and the serpent priests (or whatever they are called) are immune to poison. Acolytes haven't drank the poison yet. I think that was the idea.

The search function is in the top right corner.

Nerfix November 2nd, 2003 10:59 PM

Re: Impartial MASTER LIST of issues/problems
 
Kind OT, but poison (usualy) won't hurt/kill you if it doesn't get in to the bloodstream...

iRichard November 2nd, 2003 11:01 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

They have to drink poison to be promoted - and the serpent priests (or whatever they are called) are immune to poison. Acolytes haven't drank the poison yet. I think that was the idea.
<font size="2" face="sans-serif, arial, verdana">Ok

Quote:

The search function is in the top right corner.
<font size="2" face="sans-serif, arial, verdana">In french I would have said "Autant pour moi" (my fault), I was looking for a text field

HJ November 2nd, 2003 11:08 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Nerfix:
Kind OT, but poison (usualy) won't hurt/kill you if it doesn't get in to the bloodstream...
<font size="2" face="sans-serif, arial, verdana">I wish I knew how the poison damage is calculated, and what does the length of the poison bar mean (I know it's relative to the strength of posion, but what does that mean exactly). Also, what's the difference in poison strength from the attack description? If it says weak posion, does that mean that it will wear off sooner, but the damage is the same, or that the damage is higher, or both? Does death posion mean that the posioned unit will always die and it cannot wear off? Are poisons cummulative, i.e. several weak posion attacks that damage the unit will be the same poison-wise as one strong poison damaging attack? This is the kind of things I would really like to see in the manual. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 02, 2003, 21:10: Message edited by: HJ ]

Kristoffer O November 3rd, 2003 01:02 AM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by iRichard:
I don't know if it has been noticed but with Pythium/Serpent Theme you have access to some sort of acolytes. These guys are descripted as acolytes who were able to drink poison without being killed. But they don't have ant poison resistance.

BTW : is there any search engine on this forum ?

[EDIT : of course this is not of a great importance]

<font size="2" face="sans-serif, arial, verdana">Sounds buggy. They should be.
http://forum.shrapnelgames.com/images/icons/icon7.gif

Nerfix November 3rd, 2003 02:04 AM

Re: Impartial MASTER LIST of issues/problems
 
Sorry to post here "too late", but i find it bothering and unbalancing that Elemental Hauberk gives 100% resistance from all elements and it is only construction 2 or 4 and it costs only 5 earth and 5 fire gems.

Some evocations seem to have too low precision...
I'm ok with nerfed Blade Wind, but most fire and couple of other spells seem have realy low precision(Fire Flies being perhaps the worst case), excluding Fire Darts that seems to be more precise than i was in Dominions I.

NOTE:Abysians have less precision.

Is Fires from Afar instant-kill damage?

Have the artilery spells(Leprosy, Murdering Winter etc.) and assasination spells changed from Dominions I?

[ November 02, 2003, 12:30: Message edited by: Nerfix ]

Truper November 3rd, 2003 05:07 PM

Re: Impartial MASTER LIST of issues/problems
 
Thanks to St. Patrick for this thread. A very good idea indeed - well done.

Saber Cherry November 3rd, 2003 08:03 PM

Re: Impartial MASTER LIST of issues/problems
 
Currently, a lot of people argue or complain about the gold economy in Dominions 2, as well as the viability of light versus heavy units.

My suggestion:

For the game setup screen, take out "World Richness", and put in "Gold Richness" and "Resource Richness" as independant settings. Instead of 3 settings - low (50%), normal (100%), and high (200%) - give each 20 settings: 10% through 200%, in 10% increments.

Master List bullets:

* Add separate gold richness and resource richness settings for new games
* Allow finer adjustment of map richness levels, in 10% increments

-Cherry


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