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Re: Dominions 3 Wishlist
Yes, an in-game, step-by-step tutorial is BADLY needed. Make it very detailed, like that in Stars!, and use scripts (same random events, AI recruitment, etc. every time you launch the tutorial) so that it can follow you trough a whole game
(or at least until it's taught you all the features of the game). Stars!, a 4x game which no one's ever heard about, had a fantastic tutorial that guided you trough the tough game one tiny thing at a time, teaching you hot keys on the way (which most tutorials fail to do). But that's surely been discussed earlier, so I'll make myself useful: A reminder system: Didn't find this when I searched in this thread for it, so here: - Support for writing messages and having the game send them to you in intervals starting at turn x, or every xth turn. - Support for tagging commanders so that the game notifies you at the end of the turn if they are stil idle. I have a nasty tendency to forget about my scout once he's sent far into enemy lands. Much more to come, once I've searched the thread so I know they haven't been posted beforehttp://forum.shrapnelgames.com/images/smilies/yawn.gif. |
Re: Dominions 3 Wishlist
Adding more variations for forged weapons and armor
Currently any weapon made has a fixed amount of damage and any armor made has a fixed amount of protection. I recommend having these items created where the damage and protection(BodyArmor only) can vary by +/- 2pts. Thus forging these items will allow some differences for multiple items of the same type and more uniqueness within the game. |
Re: Dominions 3 Wishlist
Animals
I think it would make sense if there were (more?) spells which affect animals. AND such spells could affect cavalry units, too. Squirrels report there's "animal awe" ability over there somewhere; if that is the case, a creature with animal awe may be harder to kill with cavalry, because horses are animals,after all. Elephants/mammoth could posess Animal Awe simply because they're so big. As far as I remember, horses are afraid of elephants. |
Re: Dominions 3 Wishlist
I wish that DomIII will have a single separate folder "games" to store all ongoing game subfolders containing the fthrlnd file and such, much like the way that all mods are already stored in a single folder called "mod", which may have subfolders itself for each mod.
It is annoying that Dom2 thinks that I have a game called "utilities". And the other way around I also accidentally deleted the doc-folder when deleting old games using my OS's file manager instead of the awkward delete game facility of Dom2. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Dominions 3 Wishlist
Yeah - I've often wished for that, Chazar. Hopefully we might see that one in Dom3, since it'd be trivial to have the code create / look for game directories in "Dominions3\games" instead of "Dominions3". Make for a lot more logical arrangement, and make doing things like storing little-used maps & mods easier. ( Since I've possibly had _most_ of the maps / mods, and it gets awkward to find the right map or whatnot when there are 40 or so listed, I like to move the ones I'm not using to "oldmaps", "oldmods", etc. But then, just like your "utilities" game http://forum.shrapnelgames.com/images/smilies/wink.gif it thinks I have an "OldMaps" game. ) |
Re: Dominions 3 Wishlist
If you put a space in the name of the directory, the game doesn't considerate it as a game anymore. (I.E. : "Old Games", "Old Maps", etc...).
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Re: Dominions 3 Wishlist
A separate saved games folder is probably a good idea. The main dominions folder tends to get a bit cluttered.
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Re: Dominions 3 Wishlist
http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif Eventually a glimpse of hope that at least one of my many wishes for DomIII might come true... http://forum.shrapnelgames.com/images/smilies/wink.gif Thanks Olive for the hint of putting a space inside the folder names. This is great! http://forum.shrapnelgames.com/images/smilies/cool.gif
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Re: Dominions 3 Wishlist
My pleasure. http://forum.shrapnelgames.com/images/smilies/happy.gif
There should be a non unique artefact healing afflictions (let's call it amulet of life). To keep it's attractivity to the chalice and not unbalance the game, this new artefact should be expensive (40 or 80 nature gems ?), useless during battles and have a much lower healing probability than the chalice (divided by 10 ?). OK, Faery Queens are already doing this, but this artefact should work on any unit. |
Re: Dominions 3 Wishlist
Hmm, the chalice should remain unique. However, what about a potion which is usable once to cure afflictions? (similar to the elixir of life) It could cure one affliction for sure, or alternatively, give a chance to cure each affliction.
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Re: Dominions 3 Wishlist
Another technical whish: Within a .map file, a "#start x" command should supersede a "#terrain x 512" command. In this way, the existing option to use special starting positions or not would make more sense (e.g. in my Chandrea map V4.2 (soon to come), special starting positions yield bonus items, so if one does not want to use these special starting provinces, those provinces should not be choosen at random. However, setting terrain flag 512 will always supersede an explicit "#start", which is odd).
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Re: Dominions 3 Wishlist
Just popping in to drop off a summary of Dom3 related items from the Abysian AAR CB5.0 to save a little dev time. Some of these will be familiar (hopefully not all):
More Aggressive AI: At Difficult and higher level. Strands of Arcane Power global spell: Identify and locate newly found sites. Blood Economy: Make this less fiddly, improve documentation in manual. State of War: It would be nice to have a reference screen showing which AIs are actively at war with the player. Mercs: Alert player the turn before they leave, maybe allow automatic rehire bid (non-default, possibly disabled in multiplayer). Wish spell…for “Population”: What’s fair for 150 Astral? Suggest 1,500 (that is, 7.5x, where x is the popnumber in the tax formula). Also, let wisher choose a target province. It might be interesting (and easier) to allow any province to be targeted, even if not owned by the player. You might also enable the word “Corpses” to convert population to corpses at the same rate. ((Digression: Hmmm, another possible way to get a base population number might be to work backwards, alchemizing Astral gems to Death gems to reversing the Raven’s Feast conversion into corpses—see what population matches. That is, go from Astral Gems (150)->Alchemy-> Death gems (75)-> reverse Raven’s Feast conversion -> corpses (?) = population. Or maybe not.)) Amulet of Arcane Authority: New item, misc slot, allows command of 10 magic beings. Allows a Gift of Reasoned magic being Commander to lead a raiding force of his base unit type (e.g.: Summer Lion). Post Game Playback: A desirable feature. |
Re: Dominions 3 Wishlist
And more minor technical wishes:
All related to map-editing. They are just annoying and it is possible to get along without, but mapmaking is a real pain sometimes and these little things would really help and should be easy to obtain:
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Re: Dominions 3 Wishlist
I'd like 1) Machakan Spider Warriors to have the Assassin flag. This is thematic but would only come up with Gift of Reason except 2) any guards of an assassin leader (only the Bane Spider (BS) or someone with a Black Heart AFAIK) that are assassins should also leap out like the pack of crazed ninjas they are.
I think this is wonderfully thematic, would give an incentive to buy Spider Warriors, and is still balanced. I recognize that the balance is debatable but I find that low stealth makes a BS vulnerable, a BS's best weapon is a Skull Talisman and bane weapons are only useful when losing, and a Bane Spider is too expensive to be expendable and Black Sorcerers are comparatively too valuable. In short a BS is currently a poor value. On a national level, while Machaka is strong it doesn't seem to be rated in the top tier nor do I think this would put it there. |
Re: The Dominions 3: \"Wishlist\"
Not sure this has been mentioned lately : I'd like to see blessings that weren't banes. What I mean is, the nature blessing in particular is a screwy one. No other blessing is ever bad, but Nature is for any and all nations with sacred mages. Even when I take a pretender that starts with nature magic, half the time I'm unwilling to bump nature past 3 : Marignon, pythium, ermor, Tien Chi, does anyone take berserk blessing a second time when all their good (or in some cases, all period) mages will go berserk at 1 point of damage and start swinging a dagger instead of casting blade wind? A flag on commanders that says whether or not they'll accept a blessing maybe? A modification to where mages won't go berserk from the blessing while they've still spells scripted to cast? (Or maybe, at least, a chance depending on MR that they'll cast their spells instead of going berserk?) *shrug* Maybe it's intentional - Nature-9 is certainly a potent blessing that is supposed to have a drawback to it. But W9 and F9 are also uber-potent, with no drawbacks. Guess I'm just tired of seeing Nature magic being schizophrenic the way Astral is on pretender. (IE : no astral unless it's high astral or immortal. No nature above N3 unless you're either going for N9, or don't have sacred mages to worry about.) |
Re: The Dominions 3: \"Wishlist\"
i often take high nature (evin with marignon) and against alot of foes try N9 E9. not much damage but effective. or try N4+ with some good air to stop those arrows making you berserk
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Re: The Dominions 3: \"Wishlist\"
I think this has been gone over somewhat, but adding to "Cast spells" (last thing scripted) "Cast offensive", "Cast support" and possibly "Cast personal defensive".
Because sometimes I want my mages to be massive archers, sometimes I want them to be casting heals and whatnot, and I suppose there might be times I want them to drive themselves unconscious protecting themselves. . . |
Re: The Dominions 3: \"Wishlist\"
Some minor interface/usability suggestions:
Bless effect information: Simple, really. Bless effects should be visible on the pretender magic selection screen, as well as on the pretender's info screen. Scales infomation: You should be able to see this on the creation screen as well. Tower information: The disposition of a nation's tower weapons should be displayed on the fortress choice screen. More obviously different units: A lot of commander units are pretty indistinguishable to the untrained eye. It's not exactly easy to tell the difference between a witch hunter and a grand master, for example. |
Re: The Dominions 3: \"Wishlist\"
Here's a wish for better placement of starting positions : on a 180 province map, I had another nation's capital right next to mine (which was hard coded for a particular province). |
Re: The Dominions 3: \"Wishlist\"
Perhaps allow pretender gods to create weaker avatars of themselves, for a substantial cost.
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Re: The Dominions 3: \"Wishlist\"
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Re: The Dominions 3: \"Wishlist\"
It would be fun to be able to review a game after it is finished. Would it be possible to have utility that allows you to go through turn by turn, seeing everything all players could see? A related idea would be to have a "diary" feature, where each player can keep a record of the game from his or her perspective, and then, in the re-play, you could read all the diary entries. Players could use this any way they wanted, but one interesting use would be for people to explain the reasons behind their strategic decisions, which would be interesting to consider when all the facts are available during the replay. A related idea is to allow players who have been killed to view the game from this universal perspective, including the diaries of the players. This could be an option you could select during setup.
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Re: The Dominions 3: \"Wishlist\"
but this global viewing would only be good for non-compettitive games or some people might be able to recieve information on their enemies from these 'viewers' although i like the ideas other than that
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Re: The Dominions 3: \"Wishlist\"
Perhaps you could only "unlock" access to each player if they gave you their password (or sent your race a game mail permitting you access). You'd only be able to see battles, say, not the whole map, and you could only see battles among races that permitted you access. Or, just make it a toggle at the beginning of the game, that people set if they trust all the other players.
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Re: The Dominions 3: \"Wishlist\"
Currently, there is option for some kind of statistics that the game writes down for current turn. They can be compiled into full statistics of the game via third-party program. Maybe, if any messages sent/received were also recorded, and maybe the in-game message system improved a bit, that would be enough.
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Re: The Dominions 3: \"Wishlist\"
A small wish: add an item graph. If you can see gems, provinces, research, income, etc, then surely you should be able to see who has the most items.
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Re: The Dominions 3: \"Wishlist\"
How about a note pad in game where you can jot down notes?
And accumulate info on provinces! Why do we have to write this all down? We're GODS! Let our minions do it. Keeping a scout in a province should improve province info over time. Keep track of last time you had a scout in each province, as part of the report you get when clicking. |
Re: The Dominions 3: \"Wishlist\"
I dont read all replies in this topic, but i think should be in dominions 3 somethink like diplomacy and fame rating, always lowered for atacking without war, lowered for discover scouts, and many other reasons
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Polythesim
In conjunction with an earlier comment about "The ability to create lesser avatars" - which would certainly be cool - how come Dominions is strictly monotheistic? I want to play as Greece, with lots and lots of gods. But for tough battles, they can merge to form the giant robot OLYMPUS-X and shoot plasma beams!
At least having Persephone around to seduce Hades into releasing some of my better commanders from the underworld would be convenient, since obviously I can't have my main God running little errands like that. And maybe a lesser God of door frames or book binding or tropical ornamental plants, to wave from the limo and cure lesser hangnail while I'm doing serious research. |
Re: Polythesim
New Building Types for Dominions_3
Healing Shrine: Same as a unit which does the command healing... basically any units in the territory have a percentage chance of getting afflictions removed. Building Cost: 1500 gold If not a building which can be built at least a random magic site. Athenaeum Any units researching here will get +2 research bonus. Building Cost: 700 gold Armory Hall Castle gets +20 Defense, units defending castle get +1 defense during siege. Towers get increased accuracy +2 and increased damage +2. Building Cost: 300 gold Granary Food supply storage increases +200 and +1 morale for defending units. Building Cost: 220 Marketplace Resources +70, +2 gold for each gem alchemized into gold. Building Cost: 280 |
Re: Polythesim
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Re: Polythesim
The building suggestions have nothing to do with Civilization... personally I never played CIV_4. Simply the fact that Dominions is a game series which provides great content. I'm suggesting we increase the building content... because currently we only have 3 buildings to build... temple, castle-type, laboratory. Just trying to add more content.
New Building Types for Dominions_3 Healing Shrine: Same as a unit which does the command healing... basically any units in the territory have a percentage chance of getting afflictions removed. Building Cost: 1500 gold If not a building which can be built at least a random magic site. Athenaeum: Any units researching here will get +2 research bonus. Building Cost: 700 gold Armory Hall: Castle gets +20 Defense, units defending castle get +1 defense during siege. Towers get increased accuracy +2 and increased damage +2. Building Cost: 300 gold Granary: Food supply storage increases +200 and +1 morale for defending units. Building Cost: 220 Marketplace: Resources +70, +2 gold for each gem alchemized into gold. Building Cost: 280 For some good humor check out the comment in the next post |
Re: Polythesim
Site searching, spellcasting and item forging are the 'buildings' of Dominions.
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Re: Polythesim
Some more buildings to make would be kinda nice. |
Re: Polythesim
Yes, more buildings would be cool.
Or if not, it would be great to make new buildings moddables. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Polythesim
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Re: Polythesim
More buildings will be nice.
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Re: Polythesim
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Honestly, I believe that sending items to/from specific commanders via a simple button could seriously reduce micromanagement! (but didn't someone propose this before?) It would beeven better if you could designate the target commander already at the time of forging ("forge & send"-order), with a greyed-out item showing in the target's commanders inventory if he/she/it is to receive an item. |
Re: Polythesim
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Re: Polythesim
I disagree that more buildings would be nice. Buildings are really hard to turn into interesting strategic decisions. Most of the time you are just solving a more or less complicated mathematical equation to see if the building is worthwile.
Once you have done that, buildings just add another layer of micromanagement. But the ability to mod buildings would be nice! |
Re: Polythesim
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Re: Polythesim
how about this: when you buy a castle, you pay a certain amount for walls, towers, weapons, etc. Then you get to arange them how you see fit. This would be determined at the pretender-making stage.
it would have to be designed where there has to be an entrance, or it will not be accepted. |
Re: Polythesim
Yes, something like: During design you pick the admin level that will apply to any castles you have. It's all your corrupt officials anyway. Pick defense & towers when you start construction. If you want to add them later it costs double. Include a castle overrun rule and let PD retreat into castles so their strength matters more then the one turn delay.
Alternatively, use the current system but add dwelvings that negate flying, five-cornered castles at add the residents MR, and so on. |
Re: Polythesim
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Things like that could be really interesting, especially for all the site-given Fortresses. And there are some really juicy powers Dark Fortresses could have. Something very evil - and fun! Like 5-15 Skeletons that raise in random places at the battlefield after 15 turns of battle. Death would increase the amount of skeletons manyfold... http://forum.shrapnelgames.com/images/smilies/evil.gif |
Re: Polythesim
or even demons guarding a bridge? LIKE IN FOLKLORE?
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Re: Polythesim
These have probably been mentioned, and I am a newbie, but two things that would be neat in my opinion would be:
• The ability, at high levels and cost, to research new spells and thenceforth use them. The structure for effects, casting cost, time, effect etc could be codified in the code or in settings files, and you could have a research screen where you pick the various attributes of the spell, and depending on your mage’s research skill, get an estimate of how much time and gems it will cost to discover that spell…and then eventually maybe you will… • Cities: In addition to fortresses, cities would be great. Walled or unwalled, produce trade revenue, supplies, special units, can be in regions or perhaps standalone, etc… Just my babbling. Thanks, Alarik |
Re: Polythesim
cities are basically the forts, they produce extra ect, and as for the researching your own spells while alot of fun its too strong and abusable
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Dominions 3 Wishlist
I want a pony.
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Re: Dominions 3 Wishlist
lol, i want a moose assasin with 2 bows of war and lvl 10 air magic for like 20 precision :p
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Re: Dominions 3 Wishlist
Some sort of 'market' feature for auctioning off magic items would be useful. Many times when I obtain an item via a random event, ally tribute or loot from killing an enemy commander, the item is not something I can (or want) to use, but it might be very useful to another nation. For example, a jade knife. Only useable by 3 or 4 nations for increasing number of blood slaves that can be sacrificed. As Pangae, I have no use for it, but if I could sell it for much needed gold, I would. http://forum.shrapnelgames.com/images/smilies/happy.gif
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