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Re: Dominions 3 Wishlist
An international black market would indeed be interesting. I'm sure that many nations, not to mention indies like Amazons and Blood Druids, would kill for a jade knife... (heh, heh). The market should also deal in flesh and jewels... blood slaves and magic gems, that is... and a sort of system for forming mercenary squads and renting them out to other nations at war (listed with all the indy merc squads) would be particularly nice.
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Re: Dominions 3 Wishlist
that would be sweet, but people would destroy them (so if they cost you say 200 gold charge 300 maybe?)
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Re: Dominions 3 Wishlist
This may or may not have been voiced yet...I didn't read through all the posts.
I really would like the ability to "Set Army Stacks" that have independant army screens. Its really hard to figure out how to place them on the screen when its cluttered with units you have no intention of grouping them with. I run into this a lot as I have staging areas, and I have to physically move everyone I want in a stack outside, arrange them, and then move them back to their original provence. Rally point, or whatever they call it in TB games....in RTS you can set a point at which produced troops gather at. It could easily be implemented imho. You have the option to set a rally point, based on how far it is determines how many turns it takes. Those troops essentially dissapear off the map for x number of turns, and appear in the provence designated. If the route is broken, then they take the exact amount of turns to retrace their steps as has passed since their departure. This should be a feature of secured areas, and make stealth raiding all that more important, simulating the disruption in supply lines. It would also be following a theme I think. Commanders are the equiv of generals in this game. Theres basically 2 ranks. Pretender/Commander. Theres no difference between a national hero, and an indie commander. That being said, simple troop movements would be handled by Battalion/Division/company commanders, and thus can be modled "behind the scenes". Somewhere in the game that documents what everything actually means. For instance....I just learned today that being coldblooded actually means something other than ...well that particular mob is cold blooded. There should be some in-game glossary that lays out what something actually does. Right now, the descriptions are written by an artist. Fine, theres a place for that. But somewhere there has to be something by a scientist. Please make Ulm....well viable. They are awesome, its discouraging to hear everyone say they suck. Calvary should have shoes. Everyone I have seen horseback riding has done so with footwear. Gems....I don't like the whole "costs 1 gem" thing for spell casting. Not every battle is important. 1 out of 10 is lets say. If my caster uses 2 gem spells per battle, thats a lot of wasted gems. Seperate out the most powerful, game shifting spells, and all the rest just bump up in skill level. This is pie in the sky wishing here, I know there are lots and lots of individual unit sprites, but is it possible to have different versions per sprite based on conditions? Say my ulm infantry would look badder, maybe different armor once they hit experience lvl 3. Or look worse for wear if they had battle afflictions. Same goes for commanders, they should look buff if I deck them out with all these fancy smancy weapons. Or atleast look like they have a hammer if I built one for them. Again, harder to do with sprites, I know, its just a wish. Different sounds for spells. Blade wind and Invulnerability should have different sounds. Would keep my blood pressure in check. Some way to divert resources to a particular provence other than building a keep. I have seen a ton of times that I find a site with really good troops but I can't recruit them because of resource issues, and building a fort there would be a bad idea. Be it a spell, or a resource giving unit, like a supply cart. Make Ulm Viable. Yes I know I already said it. Balance the schools. I don't think blessing should factor into the balancing. They should be balance with eachother independant of the acutal spells. More national heroes. And every race should have atleast one or two viable mini sc's or atleast a super duper thug. I think the religion aspect should be fleshed out a bit more. How you do that I have no idea. I think its really really simple right now. Temples, priests, prophets, thats pretty much it. Thats it for now =) |
Re: Dominions 3 Wishlist
How about having different population types for the different nations?
When one nation conquers a province, the local population is slowly replaced by that conquerors. The special population will only be able to produce gold/resources for the corresponding race. With the new populations, you could give the death themes a population changing effect, rather than just killing, so a province deep in AE dominion will have all of its population replaced by useless undead that don't produce gold for them, this way the effect of the death themes wouldn't be so deadly, and provinces that were once under their effect can be reestablished, and become useful once again. A potential spin-off would be giving special properties to different population types. Pangean population might produce extra supply, and perhaps CW-Undead population will produce less gold (instead of no gold as it is right now) which will help to make CW more fun. |
Re: Dominions 3 Wishlist
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This would give the lesser national troops a new niche place. However, patrolling should affect 'foreign' population types much more than the own type, and the native population (the independents) should also be more resitant to decreasing effects: Thus if I quickly reduce unrest in freshly conquered provinces, I might be able to recruit basic national troops of other players (only the weakish ones). Furthermore, nice native population that allows recruitment of lizard runners and lizard shamen might be lost if extensive patrolling and many battles take place at the province, not to mention the dominion effects (i.e. bad scales might drive them away too). Again, the national poptype and the 'native' poptype should be a little more resistant here. It would furthermore be fun if population would slowly migrate from one province to antoher due to unrest/scales/over-under-popluation/too-many-too-few-supplies, etc... |
Re: Dominions 3 Wishlist
OG_gleep, 1 or 2 boots have to do with increasing the users speed/say only works when on the ground so wouldnt really work if mounted. also (even though jotuns and such can use them) i dont think a man with flying shoes could make a horse fly
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Re: Dominions 3 Wishlist
Rather than having the original population replaced, these suggestions should be tied to the existing dominion value.
So what if you are fighting with some fiery dudes, they are fighting for the Prince of Truth, and their warriors have been blessed by the Flaming Sword of Justice! Besides, even under Turmoil dominion, people are much more contempt when the church intitiates some cleanings than if a conqueror were to look out for the rebels. |
Re: Dominions 3 Wishlist
Yes this is true. Right now its basically an on or off. If its on, you get the effect. Its possible to make it conditoinal based on factors. Would be possible to check for certain coditions and then negate the effects if the condition is there.
I think its kinda silly that my Pretender on a horse can't use earth boots, while his little dwarf friends can. Or fine if thats too complicated to code, allow calvary to dismount...like a shapechange for dragons. If you need inspiration, open up the old Empire rule book for Rieksguard knights on foot. |
Re: Dominions 3 Wishlist
yea, ive always wanted an option for knights to dismount, maybe increase their attack+defence when they dismount for the added manuverability (and since they loose speed and hoof attack)
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Re: Dominions 3 Wishlist
Yes. Add two new attributes: Steed & Rider. Then seperate all the mounts & riders and allow anyone who's good enough to ride any mount tractable enough. (Size & sacred permitting.) I've wanted this for ages, I think I was still playing Dominions I when I asked for it.
Riding, like now, adds 3 Def, 2 Enc, -2 Prec, all AP, and removes the fatigue penalty for armor while attacking. He also gets hurt when his mount gets Soul Slain out from under him. The mount moves and attacks normally but loses AP, encumbrance, and possibly Def based on the rider & barding. Add magic horseshoes to the item list and a golden bridle as well. Content!!! Too bad it's so much artwork and not going to happen. |
Re: Dominions 3 Wishlist
A suggestion meant to improve defence potential, and encourage (better?) castles.
Some castle types would allow INSTANT attack on adjacent province. By instant I mean 'such move happens before other moves'. It would make it easier to defend your lands if you invest some money in proper defense. Althrough Watch Tower sounds like the tool for the job, it's probably not a good idea to have this special on already overused 0 point structure. |
Re: Dominions 3 Wishlist
The number of calvary units isn't huge, when you take out things like spider riders and such. My main concern however is for commander class units, as giving up an item slot doesn't make much sense. There are plenty of other commander units with equal mobility and they still retain their slot.
The dismounting of calvary, is just a work around. I would really like to see it as a general option for all mounted units, as calvary often did dismount to fight. But you are right that at this point its not likely to happen. What you suggested is another solution however, adding horse/mount specific slot and duplicating the key footwear thematically. Bridles of Earth (+1E), or Barding of the Mountains (Essentially boots of stone). Theres lots of options here, wouldn't take a whole lot of work, and be easy to implement. The footwear options are really limited in the first place, and there are only 2 that I can think of that warrented the elimination of the foot slot (Long Stride, Flying Boots). On the other hand...can't you get armor that allows you to fly? |
Re: Dominions 3 Wishlist
No, you can't get armor that allows you to fly... if you're mounted. The Stymphalian Wings can't be worn by mounted troops. Which may be a good thing since I had this vision of what a quickened Allfather (Size 6, AP 80!) could do trampling. Especially since he wouldn't have suffered from the armor's high encumbrance.
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Re: Dominions 3 Wishlist
Some DOM_3 ideas so map-editors can make more interesting SP games:
provinces on the map which are one-way only ?? or provinces with restricted access where only specific nations can reach them?? |
Re: Dominions 3 Wishlist
Support for external music !
Pleaaase ! Some people are crazy about music and would love to use custom soundtracks while playing Dominions. I'm no expert on licensing, but I believe at least OGG support could be implemented without additional trouble. |
Re: Dominions 3 Wishlist
No, you can't get armor that allows you to fly... if you're mounted. The Stymphalian Wings can't be worn by mounted troops.
Then the ability to limit items based on certain conditions is already in the code. It would be no great effort to give the shoe slot to mounted commanders and limit what shoes they could use. |
Re: Dominions 3 Wishlist
Right, I've kept quiet about this for a while, and I think the time has finally come to make myself heard.
I'd like land sharks*. Because land sharks are cool. And games incorporating land sharks are cool, by extension. * Not the D&D creatures of the same name, either. Proper land sharks, as fearsome as they are implausible. Stealthy, too. And able to work doorknobs, if there are doors in Dom III. Edit: On an unrelated note, I dig Wick's rider/steed idea immensely. Fun and hypothetically balanced! Pity it'd either look hideous, or take almost a full game's worth of artwork. |
Re: Dominions 3 Wishlist
One quick suggestion, don't know if its already been made....
The ability to paste in the network address window. A lot of games have this ability, and it would make managing multiple games easier. If its too late to do that, then an external MP launcher. You could have a IP List, and just select a server to connect to, game would automatically launch and connect. |
Re: Dominions 3 Wishlist
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You may have noticed that Dom does not use the standard (OS-provided) file selection dialogues as well .. Quote:
If you really want such a MP launcher, tell me and I write one for you ... . |
Re: Dominions 3 Wishlist
Another idea is a "favorites" option within the program. That can't be too hard to code.
I don't play blitz games (yet) which is what I suspect you were reffering to. I am playing in 4 QH games, on 3 different servers, and am looking at getting into more. Forcing us to input the same IP's daily, is an added step that could easily be removed. I would love an MP launcher, if you could write that, I would be really grateful. With an external MP launcher, you wouldn't have to type anything. Cut N Paste the IP from IRC/Forums/Note Pad and away you go. As long as I don't have to manually type an IP address I'd be happy. |
Re: Dominions 3 Wishlist
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Re: Dominions 3 Wishlist
And we all know that people riding horses never get off their horses. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Dominions 3 Wishlist
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I could rip some parts out of my dom map randomizer and work from there. If I find the time. What is -I must admit- not very likely atm http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Dominions 3 Wishlist
Umm... Under Windoze, why not just make a directory / folder and create all the shortcuts there? That's what I've done, so I click on "Dom2 Shortcuts" on my desktop (shortcut to the folder) and then I have all my shortcuts in one window, clicking on whichever one I want. Linux, a script for each one would be even simpler. |
Re: Dominions 3 Wishlist
I wish to be able to rename provinces that I control, in a similar fasion as renaming commanders. |
Re: Dominions 3 Wishlist
Here's a nice idea (which might have been suggested already), why don't you make it so the unit description will detail which kind of random a mage gets? (IE Full Random, Sorcery or Elemental)
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Re: Dominions 3 Wishlist
Alternatley, or additionally, a color coded question mark would be nice too, so we wouldn't have to hover over it.
The best would be a combination of the two. But at this point I would take the worst system over the guessing system. Also, this is a suggestion for the forums when the Dom III forums are launched. Please make the General, AAR/MP and Mods forums to be equal as far as the heirarchy is concered. I personally don't like the search functionality of the website, but it works in a way. What doesn't work is getting back threads from the AAR and Mod forums with no way to stop it. It is because they are listed as subforums and so any search will search all 3. Since I would assume you would include the "Do not search subforums" option if the forum code allowed for it, so the only easy way I see of doing it is what I mentioned. The method however is not my concern, there may be better or easier ways of getting it done...I'd be happy with any result that would let me search JUST the general forum. |
Re: Dominions 3 Wishlist
This detail about "which kind of random magic pick is this?" is my pet peeve about Dominions.
There should be no important facts about the game that the user cannot learn from the user interface! This applies especially to game state. For example, how many Calls to God have you made? How many turns have you spent building a Mountain Citadel in this province? Any game state which the user cannot get to in the user interface should be removed from the rules. Conversely, any game state which is part of the rules should be accessible in the user interface. As another little example, the Medusa's turn-to-stone power is not featured as an icon in her list of qualities. I lost quite a lot of troops to her because I wasn't aware of it. |
Re: Dominions 3 Wishlist
I've seen screenshots in CyberStratege (French Newspaper - Buy it http://forum.shrapnelgames.com/images/smilies/wink.gif ). It seems there will be on the main screen a bar indicating the resources owned by the player. It's a good improvement. The same is planned on HoMM5 and a beta-tester suggested something like that :
http://img133.imageshack.us/img133/6...rcesh5p0bu.jpg It seems a good idea to show the monthly income too (except for the slashes, imho useless here). A imo better idea would be to show the monthly expenses between brackets (upkeep for money, sum of monthly cast spells for gems) : Example : [gem icon] 150 +10 (-5) The player owns 150 of one gem type, gets 10 per month and uses 5 per month. |
Re: Dominions 3 Wishlist
Maybe brackets are useless ? Here's how It could be (at least for the left part, and the money seems to be included already) :
http://img442.imageshack.us/img442/4463/barleft7yt.jpg |
Re: Dominions 3 Wishlist
Just a thought. Could gem income from items be listed?
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Re: Dominions 3 Wishlist
I don't see it being done easily unless theres an auto pool option.
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Re: Dominions 3 Wishlist
free rituals: free monthly ritual to summon something weak, higher path requirement than would be expected for their cost
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Re: Dominions 3 Wishlist
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Re: Dominions 3 Wishlist
lol, i meant things weaker than that (such as a lvl 2-3 nature spell that would give 1-2 vinemen or maybe a few weak animals)
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Re: Dominions 3 Wishlist
I'm sure these things have been said b4, but i want to put in my 2 cents and cannot be bothered to read 56 pages of posts, so here's my list of stuff i want for #3:
1) A public host (like Mosehansen). I am equiped for and capable of hosting public games, but i do not because i do not want to be stuck hosting a game for *months* if i should happen to be defeated in the early game. A quick look at the forums will show that the number of public games has dropped way off since Mosehansen retired his service. I really think that this would be the single biggest thing that could be done to help the game. Personally, i'd pay a modest annual fee for a pro host. Failing that, anything that would make hosting easier would be good. Would it be possible to arrange turn transfers through an FTP site so that one could host without having a 24/7 dedicated machine? ie you fire up the host and have it go check a file storage site on the web for the turn files. 2) Tactical UI. I have done quite a bit of evangalizing for this game, and the tactical UI has been a sticking point nearly every time. A single screen for unit deployment deployment instead of one per unit and commander would help alot! I'd also like to see a persistent graphical interface for repeat unit order. 3) Easier site searching. The other complaint i always hear when teaching noobs is "Too much micro-manegment". This puzzled me for awhile until i figured out that site searching was what was bothering them. i don't have any brilliant idea for how to improve this one, just passing it along. 4) Workable multi-turn building que. In a game that lasts months, missed turns are a certainty. As it stands now the consequnces of missed turns are so severe that players often quit. A building que would provide some mitegation. 5) An option to set the game for random duration within a range. For awhile the gigantic, beutifull, and excellent Fearun map was quite popular, but it turned out that it was really quite impossible to conclude a game on a map that big.(duh) Many of us, however, like big pretty maps. It would be nice to be able to set up games with VPs that ended randomly between turns xx and yy and ranked the finishers based on how many VPs they had at the end. 6)Global random events. I'd like to see random events that affected the entire world - Harsh Winter, Population Surge, etc. 7)Support for formal team games where some other players would be friendly. Given the way the basic game works i realize that there is only so much that can be done in this regard, but anything would be a plus. Perhaps as little as simply not moving into a provence that already has a an allied army and not taking contol of an allied provence that you occupy. 8) Better fort/siege rules. This one has gotten plenty of attention and i'm sure that there are plans in motion already. I'd like to see some fort types serve as a multiplier to the defender's siege strength (ie defenders count 110% in fort type x), and i'd really like to see siege engines on the battlefield. 9) Water magic that works underwater! I think water is a good but narrow suite as is, but it does not, in my experience, provide much of an advantage in underwater combat. There ought to be a few water spells that kick some serious butt underwater. 11) An option to start with national heroes. The Heroes are fun in SP, but i have yet to actually get a cool one MP. 12) More special abilities. The HoF stuff is cool and fun without normally having a big impact on the game. i'd like to see minor abilites pop up on anyone who gets 3 stars exp. on top of the bigger powers from the HoF. 13) A little more control of BF casters. Just a little. Specificaly i'd like to see "Cast Spells" expanded to three options: "Cast Destructive Spells", "Cast Buffing Spells" , or "Cast Hindering Spells". Another possibility would be a selectable national default tendency for after the mages finish their scripted spells. 14) More powerfull Dominion effects. As it now stands most good players use crappy scales and powerfull pretenders, that's all wrong- Dominion is the name of the game! Whatever the effects of the scales are, they should be strong. ______ Kinda late in the devo process for input i suppose, but that's my wish list. DomII's my all time favorite PC game and i'm looking forward to the new one. Thanks for making it! |
Re: Dominions 3 Wishlist
#14 is funny since several Dominions II changes were in reaction to the Dominions I tendency of throw-away pretenders. It's a matter of taste.
For #13 add "Bravely cast" such that if the caster is out of range, they move! A wraith lord should be able to cast Hand of Dust sometimes. For #5 I'd be happy being able to use monthly ritual for vaccum clean^H^H^H site searching spells. An decent algorithm considering many sites terrain, known sites, and known searches isn't that hard. |
Re: Dominions 3 Wishlist
For #3:
Yeah, the AI should offer a preset of commands. You press a button and all commanders tagged as searches move somewhere where they can search. The automatic set movement should have a different coloured arrow and its own "n"-key to cycle throught them. Really, commanders should have 1-3 tag boxes and for each tag there should be a key for cycling through them (i.e. cycling through searchers, forgers,etc. - with the tag being idependent to their current action, so that you can find four forgers the next turn again), as well as a key which removes a commander from the current cycle just for the time being (i.e. unless the turn is saved and reloaded later). I hate it to come back to commanders by an 'n'-key that I had already considered to leave as they are... http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Dominions 3 Wishlist
Sounds like a good list, Tyrant. I never really thought of #2, but I agree.
#4: Especially a leader queue and a way to enque more than 1 unit per click. #7: Great in practice, bad in theory (the opposite of most cases http://forum.shrapnelgames.com/images/smilies/happy.gif In other words, strict teams would be loads of fun, but The Son of the Sun teaming with a Frost Giant aganst the Prince of Death and Virtue is conceptually pretty silly http://forum.shrapnelgames.com/images/smilies/happy.gif More diplomacy optinions are always good, though, regardless of what you have to do to rationalize it. #9: Yes! I was about to send my rainbow pretender underwater as support, but then I realized... he had no spells he could cast underwater http://forum.shrapnelgames.com/images/smilies/happy.gif It's a bit annoying, too, that there is no good script you can put on an amphibious water mage that will work above and below water. #12: I'd just settle for a 25-slot Hall of Fame http://forum.shrapnelgames.com/images/smilies/happy.gif But sub-heroes are an interesting idea. Like "Big-fisted Bob" or "Hank, the thief that usually escapes". http://forum.shrapnelgames.com/images/smilies/happy.gif #14: Totally agree. I've been advocating a 5-point scale rather than a 3-point scale for a while... 4 usable points, and an fifth reserved for e.g. a Cold 4 nation that gets hit by Wolven Winter. A couple more balances might be nice. What would they be... fiestiness/meekness, giving stat bonii and malii to national recruits... and science/superstition, balancing unit resource, gold costs, and leadership versus undead and magical leadership, the probability of getting random magic picks and extras levels on mages, and extra preaching effectiveness. A science/superstition scale that adjusted weapon and armor strength, and bow range of the nation's troops would also be neat, but a +-3 swing on protection and damage would be pretty severe. If only Illwinter went floating-point, it would be possible.... http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Dominions 3 Wishlist
could always make it +0.5/0.66 or so instead of +1 if +3 for a maxxed scale is too much
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Re: Dominions 3 Wishlist
Add more victory conditions to shorten games. Have each province provide 1 victory point and then give an option to end the game when a player achieves a certain number of points. Add a turn limit so if he wants, a player can set a game to end in at a set number of turns.
Expand ingame diplomacy options. |
Re: Dominions 3 Wishlist
A couple of minor requests:
If the tundra terrain type is added, can we also add jungle? With the existing terrain types, those would round it out very nicely. I also wouldn't mind being able to set a default heat/cold scale for provinces as a mapmaking option. With the expanded terrain types, you could model any kind of terrain and climate and customize maps. The Nation overview screen should also have one more info column visible: Dominion strength. It's a pain in the *** to check every single province with just a few unrest for whether or not they have a point or two of enemy dominion which drives the unrest up. If you saw it in the F1 screen, adjusting taxes accordingly would be less of a chore. Edi |
Re: Dominions 3 Wishlist
Perhaps not a bad idea, but less needed now. Taxes are autoset, unless you wish to manually change them.
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Of course, you can have cold deserts like Gobi, which is not tundra, but isn't hot like Kalahari or Sahara. That is the what I meant. Does this make it any clearer? Edi |
Re: Dominions 3 Wishlist
Yes, it's clearer. But haven't we already the same thing with sites like Mount Frost or Plain of Perpetual Drought ? Okay, there are actuelly in my knowledge no specific sites to turn the climate into a precise value like cold+1 or heat+2, but that could be modded ?
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Re: Dominions 3 Wishlist
Most of those sites are pretty uncommon or rare at best. And sites can't be modded, at least not in Dom2. Then there is the problem that climate controlling mpas via such sites gives automatic guaranteed gem income of a specific type. That's often not desirable, and it's a rather clumsy workaround. I've used it in the Faerun maps, and I'd rather not do it. That's why I asked for this feature, because then it might at least get considered. Not asking is guaranteed to get me nothing, after all.
Edi |
Re: Dominions 3 Wishlist
>I've used it in the Faerun maps
Congratulations, nice map. Got a pbem on Faerun. http://forum.shrapnelgames.com/images/smilies/happy.gif >Not asking is guaranteed to get me nothing, after all. Sure http://forum.shrapnelgames.com/images/smilies/happy.gif I'd also like climate to play a bigger part. Not in economics, which I'd like to be much less affected by climate than by order/turmoil, but for battles. Also, having the map changing with climate would be cool. Having different sprites for, by example, the trees (snow covered for cold climates, yellows or burned when it's hot ) or the mountains should be great. But it means not hand drawn, but real-time calculated maps. Maybe for dom 4 ? http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Dominions 3 Wishlist
They had that in DomPPP, but the tradeoff would be more difficult mapmaking.
Edi |
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