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-   -   Wish List (http://forum.shrapnelgames.com/showthread.php?t=17538)

Phoenix-D May 16th, 2004 06:38 PM

Re: Wish List
 
Quote:

Originally posted by PvK:
Some people may accuse me of beating a dead horse, but hey, I have a fresh dead horse to beat - the one that was just shot dead along with my elite heavy cavalry while they were pursuing ONE LIMPING MILITIA MAN, by their own men.
PvK

<font size="2" face="sans-serif, arial, verdana">Not a dead horse. This peeved me so much I gave up on the demo. What's the point of all the fancy stuff if you can't get your units to use it without killing themselves anyway?

Stormbinder May 17th, 2004 01:03 AM

Re: Wish List
 
Quote:

Originally posted by Norfleet:
I don't think that was an actual suggestion, Storm. I think the suggestion was more towards the reduction of friendly fire.
<font size="2" face="sans-serif, arial, verdana">If it was not than I make it to be a suggestion. After all, it should be easy to tell for example the man riped to peaces by enemy werewolfs, from the one who looks almost alive, if not for the few "friendly" arrows growing from his back. http://forum.shrapnelgames.com/images/icons/icon12.gif And for newbie players, as well for experienced one who don't want (ir din;t have time to in blitz) to see every battle, it would be nice feedback.


And of course I see no reasons not to count corpses after the siege, as an opposite to regular battle.

[ May 16, 2004, 12:14: Message edited by: Stormbinder ]

tinkthank May 17th, 2004 10:53 AM

Re: Wish List
 
My Hit List, scaled in order of what-I-think-is-important divided by resources-needed-to-implement-(guessing-only):

1. Rehiring Mercs set to half price by default
2. "Goto Commander" works for reports on finding sneaking commanders and assasins
3. Full battle reports after Storming Castle
4. BugFix: Call of the Wilds forest only
5. "Throw Away" option in "Transfer Item" screen set off somewhat from "put into lab"
6. Icons added ( see this thread)
EDIT: 6a. f12 scrolls through forts; f11 scrolls through hidden/stealthy commanders; f10 switches between prophet and pretender; f9 scrolls through mages with forge bonus
7. Interface: f5-Research lets you define research numbers per number pad (instead of +/- clicking)
8. Strategic AI: Fort-building Algorithm
9. Strategic AI: Troop-building Algorithm
10. Interface: Merc Bids defined per number pad instead of +/- clicking
11. Tactical AI: Communion Master only if Communion Slave not self available
12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption)
13. Interface: From the "View Commander" (Inventory) screen, give us (a link to) the button "SET BATTLE ORDERS"!!
14. Interface / Tactical AI: In Spell Queue, all spells can be clicked either "disabled", "low priority", or "high priority"

[ May 17, 2004, 11:14: Message edited by: tinkthank ]

johan osterman May 17th, 2004 02:49 PM

Re: Wish List
 
Quote:

Originally posted by tinkthank:
...
12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption)
...

<font size="2" face="sans-serif, arial, verdana">To me it comes across as very gamey, in a bad way, for the Tac AI to behave differently with independents and other enemies. It is not like the supposed commanders have any notion of independents being unable to regroup.

tinkthank May 17th, 2004 02:54 PM

Re: Wish List
 
Quote:

Originally posted by johan osterman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tinkthank:
...
12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption)
...

<font size="2" face="sans-serif, arial, verdana">To me it comes across as very gamey, in a bad way, for the Tac AI to behave differently with independents and other enemies. It is not like the supposed commanders have any notion of independents being unable to regroup. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">OK, fair enough.

rabelais May 18th, 2004 06:10 AM

Re: Wish List
 
Don't know if there is one already, but it would be insanely great if there were a group search command (a la "w" for troops with afflictions) to tell me which troops are starving, so I can weed them out if going to somewhere with inadequate supply so as to minimze disease chance.

Think of it as triage for those who don't look like they can make another long march without going to for R+R. You can do it manually of course, but it's micromanagement hell.


Rabe the Recreation Counselor

rabelais May 18th, 2004 08:43 PM

Re: Wish List
 
Hey, there is one already! Nice. Thanks so much to the devs. http://forum.shrapnelgames.com/images/icons/icon10.gif

Here's another wacky (i.e. obvious to the point of possibly being implemented already) idea:

I think right now the score graphs only show income from taxes, it might be a useful feature if they showed income from other sources as well, so that lucky folks, and (particularly) aggressive pillagers get outed as well.

Might help locate the castlers early so they can be negatively reinforced.

I don't like score graphs much, but if you're going to use them, they should be accurate and comprehensive in their full disclosure.

Does Clam income show up in the gem graphs, at the moment?


Rabe the Loophole Closer

HotNifeThruButr May 19th, 2004 01:44 AM

Re: Wish List
 
Quote:

Originally posted by johan osterman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tinkthank:
...
12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption)
...

<font size="2" face="sans-serif, arial, verdana">To me it comes across as very gamey, in a bad way, for the Tac AI to behave differently with independents and other enemies. It is not like the supposed commanders have any notion of independents being unable to regroup. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This gives me an idea, what if Independants that flee successfully add to Unrest depending on unit cost in gold and resources? If a militia fled, you get, say, 1 extra point of unrest in that place. If I knight fled, you get, say 10.

Aetius May 19th, 2004 02:55 AM

Re: Wish List
 
As part of a wish list I would like to see a new unit for Abyssia, the salamander rider. Abyssia really suffers, in my opinion, from the combination of no archers, no cavalry, and all heavy infantry. I feel this is especially the case when Abyssia is commanded by the AI. One of Abyssia's better units is the salamander, however these tend to have poor morale and break easily.

Therefore I propose, the salamander rider, it could be a Humanbred so as not to be too unbalanced, and perhaps no offensive weapon since it needs focus all it's effort on control it's steed, the salamander. Therefore you would have a salamander rider at cost 85 gold and 25 resources (special heat resistant armor and saddle) with a normal salamander stats but improved morale and maybe a weak one handed attack depending upon balance issues. Any thoughts? Unbalanced? Or just the cure for Abyssia?

Graeme Dice May 19th, 2004 03:36 AM

Re: Wish List
 
Quote:

Originally posted by Aetius:
As part of a wish list I would like to see a new unit for Abyssia, the salamander rider. Abyssia really suffers, in my opinion, from the combination of no archers, no cavalry, and all heavy infantry.
<font size="2" face="sans-serif, arial, verdana">Archers are okay, but quickly become mostly useless. Abysia can get as many shortbow archers as they could ever want just from independent provinces. They really don't need cavalry, since they have devils.

[quote]One of Abyssia's better units is the salamander, however these tend to have poor morale and break easily.[/QUOTE}

They are also severely overpriced, extremely fragile, and become fatigued too quickly.

Quote:

Any thoughts? Unbalanced? Or just the cure for Abyssia?
<font size="2" face="sans-serif, arial, verdana">Abysia doesn't really need anything else, they have all the aspects they need for a powerful nation.


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