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Re: Game suggestion
It would be nice if spells had subcategories, like damage, summon, buff, debuff and such. Besides the obvious, it'd allow some mages to be better (fatigue reduction) at damage spells and buffs, but poor at others kinds of magic.
It would also be nice if I didn't remember seeing this discussion about once a year for a long time. I'm sure if I dug deep enough, I could find someone saying Dominions: Priests, Prophets & Pretenders (Dom1) would be better if the scripting options included "repeat this spell". It probably wouldn't have suggested that the "attack magic users" and "fire commanders" battle orders are removed. I not going to check, though, because more likely than not it was me making the suggestion. :P |
Re: Game suggestion
That plans do not last is reflected by the impossibility to know what you are up against.
5 actions only scriptable just means that a working plan cannot be executed. |
Re: Game suggestion
The 5-turn limit is frustrating but neccessary. First and foremost to reduce MicroManagement. If there wasnt a limit to what you could script, power players would spend HOURS on every script and everyone else would have to as well, just to keep up.
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Re: Game suggestion
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The probabilistic influences are the greatest difference between chess and dominions, but it is whims of the RNG and unpredictability of the AI that make dominions battles fun. Quote:
Another reason not to have more involved scripting is that perfect management of battles without interactive order giving would require lengthy if-then-else trees, and that mechanic is an entire game in and of itself (like robot battle games), and not what this game is supposed to be about. Thus really, the way it is currently done is -close- to the best way to do it given the aims of the game-play experience. Certainly there are minor additions that could be made and implemented that would improve battle resolution. But really, they wouldn't improve it that much: certainly not enough to justify the time needed to implement and play-test any additions to scripting. |
Re: Game suggestion
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But just adding a (repeat last spell) option would not increase MM the slightest. Quote:
Perfectly viable from a thematic view, perfectly workable from what's inside the manual. With a catch, though - the AI won't do it. Balance is no concern since it is much more easily countered than Air Magic for example. |
Re: Game suggestion
SC's are currently overpowered because all they have to do is sit in the back row for 5 turns. Then they come out and one 10 hit point SC can slaughter all 100 mages, cus the mages aren't smart enough to cast the correct spell to kill the SC.
SC's usually have only one weakness. So there is only one spell that will work on them. And the computer is too dumb to know this. |
Re: Game suggestion
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First off, there are very good reasons 10 hp commanders are almost never SCs, any significant battle and they are likely to run into a bit of bad luck and die. Also, almost any SC has a number of weaknesses (though MR is usually the easiest to go for). Getting all elemental resists plus high mr and everything else a SC needs is almost impossible. Further, while there are usually better ways of going about it, but you can order your mages to move forward for a few turns before casting. ... however, if your point is SCs in SP are ridiculous I have to agree. Changing human scripting options doesn't change that though. |
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