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Re: Dom3: Expansion Pack
I'd love to see an expansion with AI scripting able to be modified. That is, having players able to better define the order of spells that the AI uses, how it places its units, what units it recruits, and when it sends them to attack you, to make single player a little more challenging.
I'm sure someone posted it already, but more intricate scripting for commanders would also be nice. |
Re: Dom3: Expansion Pack
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What more could dominions become? More of the same or could additional concepts or factors to the game with out it becoming something else? As it it, can Dominions 3 be topped? Can the strategy (again not emphasising UI or other improvements expected of a new engine) For those who know, what was Dom 1 like and how has it changed over the series? I would have loved to player earlier versions to see how far it has travelled. |
Re: Dom3: Expansion Pack
Well I'd assume that Dominions originally spawned from Conquest of Elysium II, which you can get for free now. It's quite similar to Dominions in what you're expected to achieve, and I think I even saw some of the same sprites still being used. Worth playing at least once just for kicks.
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Re: Dom3: Expansion Pack
Well, what I would change:
Expand the scripting posibilities but at least add a keep casting that specific spell (at that kind of target). The 5 slots are easily filled by buffs, which doesn't allow effective spell combinations with spells the AI doesn't use correctly. Research is generated by labs (but must still be paid for on a point for point basis, but the number of labs determines the max possible). Different nations get different research per lab/gold ratio, drain affects it on a percent base. Mages are only recruited for combat/rituals/forging and can be disbanded. Labs get a limited amount slots in that gem/research producing items must be placed in to work. Initial Number of slots is depending on nation or god and can be expanded a couple of times for an increasingly larger price. A player gets more control over random paths depending on how "institutionalized" magic is for the nation/mage. |
Re: Dom3: Expansion Pack
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Re: Dom3: Expansion Pack
Being able to modify AI and spell AI (banning certain spells, changing their weighting etc) is basically all I'd want from Illwinter and of course I'd pay for it.
But I don't think they need to do anything to expand it. It's a great game I'll still be playing in 10 years time. |
Re: Dom3: Expansion Pack
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-Max [1] I reserve the right to play more MoM in the future of course, but Dom3 still holds the duration record. |
Re: Dom3: Expansion Pack
I'd likely be playing master of magic still if I managed to run it reliably. But dosBox aint reliable. Starts lagging bad after a while.
As for simmilar games, I think that Dom3 might be the closest to the experience. (strictly speaking, Age of Wonder Shadow Magic is almost a carbon copy of MoM with better graphics, but Dom3 is better in some regards, as well as less resource intensive. When turns start taking long in Dominions I simply alt tab and do something else. Heck, it´s resource-light enough to run two games at the same time and alternate) |
Re: Dom3: Expansion Pack
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Re: Dom3: Expansion Pack
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One more thing: I sorely miss the spell Chaos Channels. In fact, more unit modding spells in general would be nice |
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