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-   -   Impartial MASTER LIST of issues/problems (http://forum.shrapnelgames.com/showthread.php?t=16595)

st.patrik November 1st, 2003 07:16 AM

Re: Impartial MASTER LIST of issues/problems
 
I'm posting this again because I'm about to post the poll, and I have one addition to the list to make - a suggestion I made much earlier, which pretty much got shot down. It's a suggestion to rework the way province defense is done. Check out the thread here. Not all original ideas - some discussion on usenet about this. Anyways, read about it if you're interested. Then go take the poll. http://forum.shrapnelgames.com/images/icons/icon7.gif


1. Tweaks/Easy changes to implement
• Darker colours/textures in unit displays [to make sprites easier to see/look better]
• Alignment of stats in unit info screens [i.e. in a column]
• Pre-made pretenders for new players
• New player 'get started' guide
• Quick start game for new players
• End/quit/save/host button remake [so that 'end turn' takes you directly to next turn]
• Bless effects displayed when creating a pretender's magic
• Actual effects of scales explained when creating a pretender's scales
• Line between commanders and regular units in recruitment screen
• Titles in recruitment screen for unit section and commander section
• More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.)
• Able to quit battles using ESC
• When selecting commander from F1 screen, have the commander be highlighted when it jumps to him
• X axis labeled in score overview graph
• Message in top left when Commander is killed in battle
• When you win/lose a game, instead of exiting the program, get brought back to main menu
• Show undead and magic leadership in unit info screen (e.g. 25/0/10)
• Soldiers with "guard commander" orders fire missiles if a target is within range
• Link from nation overview (F1) to recruitment screen in each province
• Show resource usage in nation overview [so that you can see at a glance which provinces aren't being used to their full potential]
• Warning colours in nation overview (e.g. red for supply usage when higher than supply availability, etc.)

2. Additions of relatively minor features
• Battle results (i.e. list of casualties) when storming a Castle
• '?' accessible on main menu (i.e. as a button)
• Research point 'lock' for schools of magic
• Random nation AI opponents
• Map and Scenario triggers [not sure where this was mentioned]
• Ability to rename commanders, or at least add epithets
• Enhanced start (starting with more than one province)
• Ability to close screens without having to scroll down or press ESC (e.g. Windows-style [x] or 'Exit' button below instead of at the end of scroll-lists)
• Names of units in addition to icons in recruitment/deployment screens
• Detailed breakdown of mixed squads in deployment screen
• Detailed lists of losses (most importantly commanders)
• Right-clicking commander in main screen gives you list of troops under his command
• Build queue for commanders (even though there is only one recruitable per month)
• Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen
• Build queue doesn't charge you for units which won't be built that turn
• Ability to turn off pre-battle zoom animation
• Number of local defense force killed show up on battle report (even though they're automatically replaced)
• Ability to enter new subscreen (F1, recruitment, etc.) without ESCaping out of the current one
• Hostile borders different colour than province borders within your nations [don't know if this is possible]
• Prevent redundant site searching [or have a message like the "preaching cannot be used to raise the dominion of this province any higher" message]
• When game ends prompt for deletion of game file
or
• When game ends, automatically delete game file
• Ability to toggle on/off battle grid in squad positioning screen
• New Command for missile units: Hold or Fire
• Keyboard selection (hotkeys or something else) for every command available with mouse
also including:
• Keyboard command to select next commander within province, even if he already has orders.
• Ability to scroll lists with arrow keys instead of mouse
• Keyboard interface for research screen
• Keyboard command to cycle through friendly provinces
• Expanded gem-transfer screen, showing more than 2 commanders
• Label in nation overview identifying province types [feudal, amazons, etc.], and therefore the troops recruitable there
• Ability to cycle through recruitment screens without exiting to main map

3. Additions of relatively major features
• SP diplomacy
• Increased battle replay functionality (various speeds, etc.)
• Ability to store more than one god for each nation
• Modability
• Search function for items on commanders
• Battle Sim
• Enabling/disabling spells [being able to indicate which spells your mage should pick from]
• Translucent filters for map instead of icons (for dominion strength, production, province defense, etc.)
• Rework of province defense

4. Balance considerations
• Improve Strategic AI
• Bug fixes
• Less focus on supercombatants
• More regrowth possibilities / less emphasis on population death
• Greater 'bless' effects [e.g. starting at an earlier level (lvl 3?), increasing exponentially rather than by addition (1,2,4,8 vs. 2,3,4,5), magic cheaper in general, etc.]
• Reduce effectiveness of artillery-like spells (esp. in hostile dominion), or provide counters

iRichard November 2nd, 2003 10:30 PM

Re: Impartial MASTER LIST of issues/problems
 
I don't know if it has been noticed but with Pythium/Serpent Theme you have access to some sort of acolytes. These guys are descripted as acolytes who were able to drink poison without being killed. But they don't have ant poison resistance.

BTW : is there any search engine on this forum ?

[EDIT : of course this is not of a great importance]

[ November 02, 2003, 20:31: Message edited by: iRichard ]

HJ November 2nd, 2003 10:52 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by iRichard:
I don't know if it has been noticed but with Pythium/Serpent Theme you have access to some sort of acolytes. These guys are descripted as acolytes who were able to drink poison without being killed. But they don't have ant poison resistance.

BTW : is there any search engine on this forum ?

[EDIT : of course this is not of a great importance]

<font size="2" face="sans-serif, arial, verdana">They have to drink poison to be promoted - and the serpent priests (or whatever they are called) are immune to poison. Acolytes haven't drank the poison yet. I think that was the idea.

The search function is in the top right corner.

Nerfix November 2nd, 2003 10:59 PM

Re: Impartial MASTER LIST of issues/problems
 
Kind OT, but poison (usualy) won't hurt/kill you if it doesn't get in to the bloodstream...

iRichard November 2nd, 2003 11:01 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

They have to drink poison to be promoted - and the serpent priests (or whatever they are called) are immune to poison. Acolytes haven't drank the poison yet. I think that was the idea.
<font size="2" face="sans-serif, arial, verdana">Ok

Quote:

The search function is in the top right corner.
<font size="2" face="sans-serif, arial, verdana">In french I would have said "Autant pour moi" (my fault), I was looking for a text field

HJ November 2nd, 2003 11:08 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Nerfix:
Kind OT, but poison (usualy) won't hurt/kill you if it doesn't get in to the bloodstream...
<font size="2" face="sans-serif, arial, verdana">I wish I knew how the poison damage is calculated, and what does the length of the poison bar mean (I know it's relative to the strength of posion, but what does that mean exactly). Also, what's the difference in poison strength from the attack description? If it says weak posion, does that mean that it will wear off sooner, but the damage is the same, or that the damage is higher, or both? Does death posion mean that the posioned unit will always die and it cannot wear off? Are poisons cummulative, i.e. several weak posion attacks that damage the unit will be the same poison-wise as one strong poison damaging attack? This is the kind of things I would really like to see in the manual. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 02, 2003, 21:10: Message edited by: HJ ]

Kristoffer O November 3rd, 2003 01:02 AM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by iRichard:
I don't know if it has been noticed but with Pythium/Serpent Theme you have access to some sort of acolytes. These guys are descripted as acolytes who were able to drink poison without being killed. But they don't have ant poison resistance.

BTW : is there any search engine on this forum ?

[EDIT : of course this is not of a great importance]

<font size="2" face="sans-serif, arial, verdana">Sounds buggy. They should be.
http://forum.shrapnelgames.com/images/icons/icon7.gif

Nerfix November 3rd, 2003 02:04 AM

Re: Impartial MASTER LIST of issues/problems
 
Sorry to post here "too late", but i find it bothering and unbalancing that Elemental Hauberk gives 100% resistance from all elements and it is only construction 2 or 4 and it costs only 5 earth and 5 fire gems.

Some evocations seem to have too low precision...
I'm ok with nerfed Blade Wind, but most fire and couple of other spells seem have realy low precision(Fire Flies being perhaps the worst case), excluding Fire Darts that seems to be more precise than i was in Dominions I.

NOTE:Abysians have less precision.

Is Fires from Afar instant-kill damage?

Have the artilery spells(Leprosy, Murdering Winter etc.) and assasination spells changed from Dominions I?

[ November 02, 2003, 12:30: Message edited by: Nerfix ]

Truper November 3rd, 2003 05:07 PM

Re: Impartial MASTER LIST of issues/problems
 
Thanks to St. Patrick for this thread. A very good idea indeed - well done.

Saber Cherry November 3rd, 2003 08:03 PM

Re: Impartial MASTER LIST of issues/problems
 
Currently, a lot of people argue or complain about the gold economy in Dominions 2, as well as the viability of light versus heavy units.

My suggestion:

For the game setup screen, take out "World Richness", and put in "Gold Richness" and "Resource Richness" as independant settings. Instead of 3 settings - low (50%), normal (100%), and high (200%) - give each 20 settings: 10% through 200%, in 10% increments.

Master List bullets:

* Add separate gold richness and resource richness settings for new games
* Allow finer adjustment of map richness levels, in 10% increments

-Cherry

Sammual November 3rd, 2003 08:58 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Saber Cherry:
Currently, a lot of people argue or complain about the gold economy in Dominions 2, as well as the viability of light versus heavy units.

My suggestion:

For the game setup screen, take out "World Richness", and put in "Gold Richness" and "Resource Richness" as independant settings. Instead of 3 settings - low (50%), normal (100%), and high (200%) - give each 20 settings: 10% through 200%, in 10% increments.

Master List bullets:

* Add separate gold richness and resource richness settings for new games
* Allow finer adjustment of map richness levels, in 10% increments

-Cherry

<font size="2" face="sans-serif, arial, verdana">10% increments are a bit much. How about these increments?

Very Low (50%)
Low (75%)
Normal (100%)
High (150%)
Very High (200%)

Sammual

Saber Cherry November 3rd, 2003 09:26 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Sammual:
10% increments are a bit much.
<font size="2" face="sans-serif, arial, verdana">If it makes it in at all, I'll be happy. Smaller increments are just icing http://forum.shrapnelgames.com/images/icons/icon10.gif

Saber Cherry November 3rd, 2003 10:03 PM

Re: Impartial MASTER LIST of issues/problems
 
Currently, you can tell a mage to "cast monthly ritual" with shift-m, but there is no way to select that in the orders list. I didn't realize it was possible until I saw the tip between turns.

So:

* Add "Cast Monthly Ritual" to commander orders list

Saber Cherry November 3rd, 2003 10:12 PM

Re: Impartial MASTER LIST of issues/problems
 
It's really annoying when your mage runs out of scripted spells and does dumb things like cast "Charge Body" (happens to me a lot, even when they are not elec-immune).

So, in addition to the "Cast spells" order, how about three more options:

"Cast Support Spells" - e.g. fanaticsm, stoneskin, regeneration, heal, aim, wards
"Cast Summon Spells" - e.g. phantasmal warrior, elementals
"Cast Attack Spells" - e.g. fireflies, blade wind, geyser

I assume that any battlefield spells you'd want to script http://forum.shrapnelgames.com/images/icons/icon12.gif

That way your battle mage won't goof off. Ideally, you won't even have to script him anymore.

Bullet:

* Add tactical "Cast Support Spells", "Cast Summon Spells", and "Cast Attack Spells" commands

-Cherry

Nerfix November 3rd, 2003 10:25 PM

Re: Impartial MASTER LIST of issues/problems
 
More of a question than an issue:
If an Astral mage runs out of script, will he go on self-boost frenzy a la Dom I? I can swear i have lost countless of batless in Dom I because of the spell AI casting (unneeded) Twist Fate, Astral Shield and Body Ethereal instead of Star Fires, Soul Slay or Stellar Cascades.

HJ November 3rd, 2003 10:39 PM

Re: Impartial MASTER LIST of issues/problems
 
Saber's Last suggestions about the monthly ritual command and different casting scripts are excellent. I wish they made it into the poll (but then again, the devs can read them this way as well).

Kristoffer O November 3rd, 2003 10:58 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Nerfix:
More of a question than an issue:
If an Astral mage runs out of script, will he go on self-boost frenzy a la Dom I? I can swear i have lost countless of batless in Dom I because of the spell AI casting (unneeded) Twist Fate, Astral Shield and Body Ethereal instead of Star Fires, Soul Slay or Stellar Cascades.

<font size="2" face="sans-serif, arial, verdana">I'm not sure, but I know that mages are cowards http://forum.shrapnelgames.com/images/icons/icon12.gif

Nerfix November 3rd, 2003 11:18 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nerfix:
More of a question than an issue:
If an Astral mage runs out of script, will he go on self-boost frenzy a la Dom I? I can swear i have lost countless of batless in Dom I because of the spell AI casting (unneeded) Twist Fate, Astral Shield and Body Ethereal instead of Star Fires, Soul Slay or Stellar Cascades.

<font size="2" face="sans-serif, arial, verdana">I'm not sure, but I know that mages are cowards http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yeah, but it gets annyoing with 125 Hp Pretenders that have decent equipment y'know?

st.patrik November 4th, 2003 01:00 AM

Re: Impartial MASTER LIST of issues/problems
 
Good suggestions Saber - I'll update the list tomorrow because I'm overwhelmed right now.

Truper: Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

Saber Cherry November 7th, 2003 02:05 AM

Re: Impartial MASTER LIST of issues/problems
 
*bump*

Remember, if you want your issue addressed, put it here!

Keir Maxwell November 8th, 2003 05:57 AM

Re: Impartial MASTER LIST of issues/problems
 
These are the issues I would like to see addressed in the short term:

1. Increase evocation accuracy on the battlefield - Fire in particular looks silly in the hands of Abysian mages and they arn't killing their own guys. Decrease the damage dealt to maintain balence.

2. Change strategic moves to 2 for HI and have the cost of moving through difficult terrain provinces as 1 for LI and 2 for others.

At present LI move faster than HI in the open but the same speed in the rough. Changing this provides an extra role for LI in holding areas of provinces with rough terrain and makes more sense.

3. Fire and Retire orders which when used for LI/LC allow them to avoid combat with slower troops by retiring behind their main battleline (ignore troops on guard commander for this calculation).

4. The first 20 LI/LC in a province do not count against supply due to their role as foragers.
----------------------

Concerns with balence should generally await the full game - although Blood of humans seems a bit weak for Abysia.

Bless effects may need tweaking but do not seem to be weak in general.

cheers

Keir

st.patrik November 8th, 2003 10:52 PM

Re: Impartial MASTER LIST of issues/problems
 
Ok, here's the updated Version of the list. I've added Saber and Keir's suggestions. Check to make sure they're right.

Keep on posting here as a central place where the devs can tell at a glance what people want changed - this way it is really convenient for the devs, since they don't have to comb through all the threads to find each suggestion. Feel free to include links to the threads which talk about the suggestion in more detail.


1. Tweaks/Easy changes to implement
• Darker colours/textures in unit displays [to make sprites easier to see/look better]
• Alignment of stats in unit info screens [i.e. in a column]
• Pre-made pretenders for new players
• New player 'get started' guide
• Quick start game for new players
• End/quit/save/host button remake [so that 'end turn' takes you directly to next turn]
• Bless effects displayed when creating a pretender's magic
• Actual effects of scales explained when creating a pretender's scales
• Line between commanders and regular units in recruitment screen
• Titles in recruitment screen for unit section and commander section
• More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.)
• Able to quit battles using ESC
• When selecting commander from F1 screen, have the commander be highlighted when it jumps to him
• X axis labeled in score overview graph
• Message in top left when Commander is killed in battle
• When you win/lose a game, instead of exiting the program, get brought back to main menu
• Show undead and magic leadership in unit info screen (e.g. 25/0/10)
• Soldiers with "guard commander" orders fire missiles if a target is within range
• Link from nation overview (F1) to recruitment screen in each province
• Show resource usage in nation overview [so that you can see at a glance which provinces aren't being used to their full potential]
• Warning colours in nation overview (e.g. red for supply usage when higher than supply availability, etc.)
• Allow finer adjustment of map richness levels
• Add "Cast Monthly Ritual" to commander orders list
• Increase accuracy of Evocation spells - if necessary reduce damage to balance
• Change strategic move to 2 for HI and increase the 'cost' of moving through difficult terrain for HI [net effect: LI can move through difficult terrain quicker than HI]

2. Additions of relatively minor features
• Battle results (i.e. list of casualties) when storming a Castle
• '?' accessible on main menu (i.e. as a button)
• Research point 'lock' for schools of magic
• Random nation AI opponents
• Map and Scenario triggers [not sure where this was mentioned]
• Ability to rename commanders, or at least add epithets
• Enhanced start (starting with more than one province)
• Ability to close screens without having to scroll down or press ESC (e.g. Windows-style [x] or 'Exit' button below instead of at the end of scroll-lists)
• Names of units in addition to icons in recruitment/deployment screens
• Detailed breakdown of mixed squads in deployment screen
• Detailed lists of losses (most importantly commanders)
• Right-clicking commander in main screen gives you list of troops under his command
• Build queue for commanders (even though there is only one recruitable per month)
• Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen
• Build queue doesn't charge you for units which won't be built that turn
• Ability to turn off pre-battle zoom animation
• Number of local defense force killed show up on battle report (even though they're automatically replaced)
• Ability to enter new subscreen (F1, recruitment, etc.) without ESCaping out of the current one
• Hostile borders different colour than province borders within your nations [don't know if this is possible]
• Prevent redundant site searching [or have a message like the "preaching cannot be used to raise the dominion of this province any higher" message]
• When game ends prompt for deletion of game file
or
• When game ends, automatically delete game file
• Ability to toggle on/off battle grid in squad positioning screen
• New Command for missile units: Hold or Fire
• Keyboard selection (hotkeys or something else) for every command available with mouse
also including:
• Keyboard command to select next commander within province, even if he already has orders.
• Ability to scroll lists with arrow keys instead of mouse
• Keyboard interface for research screen
• Keyboard command to cycle through friendly provinces
• Expanded gem-transfer screen, showing more than 2 commanders
• Label in nation overview identifying province types [feudal, amazons, etc.], and therefore the troops recruitable there
• Ability to cycle through recruitment screens without exiting to main map
• Add separate gold richness and resource richness settings for new games
• Add tactical "Cast Support Spells", "Cast Summon Spells", and "Cast Attack Spells" commands
• New unit command: Fire and Retire. missile units fire a couple of rounds, then retreat to behind the main battle-line
• Supply bonus for a certain number of LI/LC - in accordance with their role as foragers

3. Additions of relatively major features
• SP diplomacy
• Increased battle replay functionality (various speeds, etc.)
• Ability to store more than one god for each nation
• Modability
• Search function for items on commanders
• Battle Sim
• Enabling/disabling spells [being able to indicate which spells your mage should pick from]
• Translucent filters for map instead of icons (for dominion strength, production, province defense, etc.)
• Rework of province defense

4. Balance considerations
• Improve Strategic AI
• Bug fixes
• Less focus on supercombatants
• More regrowth possibilities / less emphasis on population death
• Greater 'bless' effects [e.g. starting at an earlier level (lvl 3?), increasing exponentially rather than by addition (1,2,4,8 vs. 2,3,4,5), magic cheaper in general, etc.]
• Reduce effectiveness of artillery-like spells (esp. in hostile dominion), or provide counters

geo981010 November 12th, 2003 02:45 AM

Re: Impartial MASTER LIST of issues/problems
 
This thread seemed to slow down, so here is some fodder:

1) compress trn files for Online play. In a big game, the files can be over half a meg, and this sucks for modem players/overseas connections!

2) Allow changing pretender in design screen (right now you choose once, and then you have to start over if you want change from a GM to a BoF)

3) Research estimate in recruit screen should reflect research with current drain scale

4) In enemy/indie province screen, link unit names to description (even if it is just generic).

5) In battle screen, link spell casting notification to spell description

6) Special Guard commander order "Surround Body Guard":Auto position body guards encircling the commander

7) prevent blood slave harvesting in provinces where no chance exists to get slaves (pop too low), and show estimated blood harvest for each mage (ie command would be "Blood Hunt 3.2" for a mage who would find on average 3.2 slaves per turn under these circumstances)

8) Combine Blood Harvest reports into one, linking to each commander

9) new Order in map screen "Collect Gems/Slaves" - collects all the gems/slaves held by any commanders in a province, and gives them to the selected commander (Note: this is very important for "blood ferries" - usually scouts that go to a province where mages are gathering blood, and collect them up and return them to a lab. This is the most cash efficient way to run a harvest, and right now is tedious beyond belief. I stopped blood harvesting in Dom1 because of it, and likely will in Dom2 also).

10) When using the "N" key to cycle through commanders and a commander in a group gets selected, select the whole group of commanders. Currently Groups are made, but then with the N key you only get the first commander in the list, and so have to select him again with the mouse to get the group.

11) New battle order "Hold or Cast Spells"

12) When a magic site is found, include the level required to find it in the site info window. Rarity would be nice too

13) Show actual adjustments to stats from fatigue (ie 0 defense, half armour, etc)

[ November 12, 2003, 00:50: Message edited by: geo981010 ]

Sammual November 12th, 2003 03:02 AM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by geo981010:
1) compress trn files for Online play. In a big game, the files can be over half a meg, and this sucks for modem players/overseas connections!

<font size="2" face="sans-serif, arial, verdana">I agree with this one.

Quote:

Originally posted by geo981010:
2) Allow changing pretender in design screen (right now you choose once, and then you have to start over if you want change from a GM to a BoF)

<font size="2" face="sans-serif, arial, verdana">Not all that big of a deal. Keep it in mind for Dominions 3.

Quote:

Originally posted by geo981010:
3) Research estimate in recruit screen should reflect research with current drain scale

<font size="2" face="sans-serif, arial, verdana">I think that would confuse people more than it would help.

Quote:

Originally posted by geo981010:
4) In enemy/indie province screen, link unit names to description (even if it is just generic).

<font size="2" face="sans-serif, arial, verdana">Keep in mind for Dominions 3.

Quote:

Originally posted by geo981010:
5) In battle screen, link spell casting notification to spell description

<font size="2" face="sans-serif, arial, verdana">??? Do you want the battle to pause and the spell description window to pop up when a spell is cast???

Quote:

Originally posted by geo981010:
6) Special Guard commander order "Surround Body Guard":Auto position body guards encircling the commander

<font size="2" face="sans-serif, arial, verdana">Isn't this what happens now (At least when the commander is not moving)?

Quote:

Originally posted by geo981010:
7) prevent blood slave harvesting in provinces where no chance exists to get slaves (pop too low), and show estimated blood harvest for each mage (ie command would be "Blood Hunt 3.2" for a mage who would find on average 3.2 slaves per turn under these circumstances)

<font size="2" face="sans-serif, arial, verdana">I agree with the first part but the second part is too much info. Let people learn from experence.

Quote:

Originally posted by geo981010:
8) Combine Blood Harvest reports into one, linking to each commander

<font size="2" face="sans-serif, arial, verdana">Hmmmm.. I am not sure if I like that one. If it was done correctly it would be very nice but I think the message system needs a bit of an overhall (See Master of Orion 3 for a nice one).

Quote:

Originally posted by geo981010:
9) new Order in map screen "Collect Gems/Slaves" - collects all the gems/slaves held by any commanders in a province, and gives them to the selected commander (Note: this is very important for "blood ferries" - usually scouts that go to a province where mages are gathering blood, and collect them up and return them to a lab. This is the most cash efficient way to run a harvest, and right now is tedious beyond belief. I stopped blood harvesting in Dom1 because of it, and likely will in Dom2 also).

<font size="2" face="sans-serif, arial, verdana">I build too many Labs so this is not a problem for me.

Quote:

Originally posted by geo981010:
12) When a magic site is found, include the level required to find it in the site info window. Rarity would be nice too

<font size="2" face="sans-serif, arial, verdana">Too much info. People get overwhelmed as it is. A link to more info about the site might be nice.

Quote:

Originally posted by geo981010:
13) Show actual adjustments to stats from fatigue (ie 0 defense, half armour, etc)

<font size="2" face="sans-serif, arial, verdana">I agree.

Most of these would be nice for Dominions 3.

Sammual

geo981010 November 12th, 2003 05:39 AM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

5) In battle screen, link spell casting notification to spell description
??? Do you want the battle to pause and the spell description window to pop up when a spell is cast???
<font size="2" face="sans-serif, arial, verdana">Sorry - I was unclear on this!

In the battle screen when a mage casts a spell, the top left will say "(Mage Name) casts (Spell Name)". Right clicking on the spell name could give you a pop up link to the spell book, so you can see exactly what the mage is casting.

Quote:

6) Special Guard commander order "Surround Body Guard":Auto position body guards encircling the commander
Isn't this what happens now (At least when the commander is not moving)?
<font size="2" face="sans-serif, arial, verdana">Not exactly. My request would have been clearer if I said "Auto position body guards encircling the commander at the start of the battle"

The troops will do that eventually, but they start off where ever they are positioned and have to move there. The problem is they start off in a block, so your commander has only one side covered initially. Flying troops have a very good chance of getting free attacks on him before the guards get in position. So to overcome that, you can split your bodyguards into 4 Groups that are arranged around him, but that is very tedious and you have to be careful you are positioning things right. So I'd like to have this done automatically.

Quote:


9) new Order in map screen "Collect Gems/Slaves" - collects all the gems/slaves held by any commanders in a province, and gives them to the selected commander (Note: this is very important for "blood ferries" - usually scouts that go to a province where mages are gathering blood, and collect them up and return them to a lab. This is the most cash efficient way to run a harvest, and right now is tedious beyond belief. I stopped blood harvesting in Dom1 because of it, and likely will in Dom2 also).

I build too many Labs so this is not a problem for me.
<font size="2" face="sans-serif, arial, verdana">Building too many labs will prevent this and is easier - but is a lot slower and in MP you would suffer. A scout costs only 1/10 of the cost, which is enough to get another blood hunter out there. The scouts are useful too - any commander killing spells that hit them is a blood mage saved (note: your most common unit should be scouts for this purpose - you can get 10 of them for the price of one mage, so you can make your mages largely safe from seeking arrow/Mind Hunt/etc)

Plus, lightly guarded labs are dangerous - your enemies can gateway reinforcements into that province if they take it, they can resupply all their mages with gems, and inanimates (golems/undead) will heal.

So IMHO ferries are more economical and safer, but will seriously increase micromanagement.

Quote:


12) When a magic site is found, include the level required to find it in the site info window. Rarity would be nice too

Too much info. People get overwhelmed as it is. A link to more info about the site might be nice.
<font size="2" face="sans-serif, arial, verdana">Apologies again - I don't want the message changed, I'd just like the popup window for the magic site from the map screen to include that info.

Shael November 12th, 2003 11:06 AM

Re: Impartial MASTER LIST of issues/problems
 
different types of battle terrain
ie battling in a mountain province the battle area is still squered some sort of canyon ? would be nice and other stuff like this
trees in a forest province (brining cover from archery fire) this would increase the tatic's usage ie it might be a smart idea to let opponet have couple provinses and then keep em at bay at some canyon where they cant use their numbers so badly against you

Sammual November 12th, 2003 12:45 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Shael:
different types of battle terrain
ie battling in a mountain province the battle area is still squered some sort of canyon ? would be nice and other stuff like this
trees in a forest province (brining cover from archery fire) this would increase the tatic's usage ie it might be a smart idea to let opponet have couple provinses and then keep em at bay at some canyon where they cant use their numbers so badly against you

<font size="2" face="sans-serif, arial, verdana">Another item I would like to see in Dominions 3, too much work for a patch.

Sammual

Sammual November 12th, 2003 12:55 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by geo981010:
In the battle screen when a mage casts a spell, the top left will say "(Mage Name) casts (Spell Name)". Right clicking on the spell name could give you a pop up link to the spell book, so you can see exactly what the mage is casting.
<font size="2" face="sans-serif, arial, verdana">OK, now I like the idea better. Once we get the full game I will be playing Dominions2 in a window with the Spell List and Unit List open next to it. I would like to see this added in Domions3 so I don't have to do this.

Quote:

Originally posted by geo981010:
Not exactly. My request would have been clearer if I said "Auto position body guards encircling the commander at the start of the battle"

The troops will do that eventually, but they start off where ever they are positioned and have to move there. The problem is they start off in a block, so your commander has only one side covered initially. Flying troops have a very good chance of getting free attacks on him before the guards get in position. So to overcome that, you can split your bodyguards into 4 Groups that are arranged around him, but that is very tedious and you have to be careful you are positioning things right. So I'd like to have this done automatically.

<font size="2" face="sans-serif, arial, verdana">*nod* OK, now I understand.
I just place the commander to be guarded in the block or behind it.

Quote:

Originally posted by geo981010:
Building too many labs will prevent this and is easier - but is a lot slower and in MP you would suffer. A scout costs only 1/10 of the cost, which is enough to get another blood hunter out there. The scouts are useful too - any commander killing spells that hit them is a blood mage saved (note: your most common unit should be scouts for this purpose - you can get 10 of them for the price of one mage, so you can make your mages largely safe from seeking arrow/Mind Hunt/etc)

Plus, lightly guarded labs are dangerous - your enemies can gateway reinforcements into that province if they take it, they can resupply all their mages with gems, and inanimates (golems/undead) will heal.

So IMHO ferries are more economical and safer, but will seriously increase micromanagement

<font size="2" face="sans-serif, arial, verdana">This shows that I have only played the demos and no MP (yet). I never thought of Labs as such a liability (Never had to deal with high level spells) or Scouts as Commander Meat Shields.

Quote:

Originally posted by geo981010:
Apologies again - I don't want the message changed, I'd just like the popup window for the magic site from the map screen to include that info.
<font size="2" face="sans-serif, arial, verdana">I like that better but do we really want to see this much info in the game? If we know everything then the game becomes a graphical spreadsheet.

Sammual

Kaljamaha November 13th, 2003 11:45 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by st.patrik:
• Expanded gem-transfer screen, showing more than 2 commanders
<font size="2" face="sans-serif, arial, verdana">I'd like to add to this. Currently right-clicking does not work in the gem-transfer screen, which means you have to remember which mage wanted which gems. Really annoying, especially if you have mages with random magics. Or to put it shortly:

• Right-click should bring up commander details in gem-transfer screen (as it does everywhere else).


K.

Vger November 16th, 2003 05:20 AM

Re: Impartial MASTER LIST of issues/problems
 
Hi,

I wanted to add a suggestion that was spawned by a conversation on Sissypigs. When get a message that there has been a battle you can:

A. Go to the province
B. Get a gross list of casualties on both sides
C. Watch the battle.

For my purposes, most of the time, I just want to know what I lost. I only watch the battles if I want to know WHY I lost whatever units I lost.

What I would like is instead of the gross list of commanders/units killed on both sides, we had a complete list of who was involved on both sides, what they started with and what their casualties were. I'd also like to be able to click on any unit/commander and have the normal info screen show up so I could see if they picked up any afflictions I should be aware of.

This thought was spawned when someone on Sissypigs said that what they really wanted was a "flash to the end" button for the replay, so they could see what was left.

Just thought I'd toss this out to see what y'all think.

Ciao,
V'ger gone

Saber Cherry November 20th, 2003 01:42 AM

Re: Impartial MASTER LIST of issues/problems
 
*bump* Boy, this needs to be stickied! It's like the second most important thread, after bugs.

I saw a post on IBM.Strategic that I agree with: Province military information (for enemy provinces) should be displayed in the main window when the province is selected, without having to click on "Province Info", since military info is possibly the main reason for selecting on hostile provinces.

Also, like in Dominions I, mercs should be auto-bid on every season. I've lost mercs several times because I forgot that every third month I have to renew the contract! When the contract is renewed, the gold amount should default to what you bid the previous season or half of what you bid the first season, not the merc's asking price.

It would be REALLY useful commanders in a province auto-arranged themselves by type on the screen, so that if you had 3 priests, 2 druids, 8 scouts, and 3 indy commanders, they were in contiguous blocks for easy selecting. Simply arranging the commanders alphabetically by type (and subsequently by name) would accomplish this.

Lastly, in provinces, it is hard to determine the province value from the main screen. There is treasury, upkeep, resources, supply, supply usage, and province gold, all kind of jumbled together. It would be nice to instantly identify the province-specific data without being distracted by irrelevant global data.

So:

New Tweaks:
• Seasonal autobid for mercs, like in Dom I
• Default bid price on mercs should not reset itself to the asking price
• Clearer distinction between province and global gold stats
• Net kingdom gem and gold income displayed in F1 screen
• Autoarrange commanders alphabetically by type, then name

New Minor Feature:
• Military info for hostile provinces displayed on main screen

-Cherry

[ November 19, 2003, 23:49: Message edited by: Saber Cherry ]

Gandalf Parker November 20th, 2003 02:59 AM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Saber Cherry:
*bump* Boy, this needs to be stickied! It's like the second most important thread, after bugs.
<font size="2" face="sans-serif, arial, verdana">If it were called something like wish list or somehow alittle more requesting then it might pinned to the top. The way it is now it seems to keep rolling to the bottom

Truper November 20th, 2003 04:03 AM

Re: Impartial MASTER LIST of issues/problems
 
One more word on mercs in addition to Saber's comments - it would be really useful if, as in Dom1, you got to see what *kind* of troops the merc captain has with him. I remember most of the old ones from Dom1, so for those its not a problem for me - but there are some new ones, and I'd like to know what kind of troops I'm bidding on, in addition to how many.

Sly Frog November 20th, 2003 04:53 PM

Re: Impartial MASTER LIST of issues/problems
 
I imagine this one has been said many times, if so I'll repeat:

Please put a speed control on the battle replays so we do not have to watch 10 archer volleys in slow motion missing routing troops after the battle is already over.

Gandalf Parker November 20th, 2003 05:15 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Sly Frog:
Please put a speed control on the battle replays so we do not have to watch 10 archer volleys in slow motion missing routing troops after the battle is already over.
<font size="2" face="sans-serif, arial, verdana">You can quit the battle using the "Q" key.

But I would like a speedup because Im usually interested in the end of the battle. Who specifically was left, how much were they damaged, did they use all their gems. Its important info for whether or not I want to attack them again with whatever army I have left.

Taqwus November 20th, 2003 06:54 PM

Re: Impartial MASTER LIST of issues/problems
 
When magical sites are found with "Strands of Arcane Power", it would be decent if the relevant provinces were listed/linked in the message.

Taqwus November 21st, 2003 05:29 PM

Re: Impartial MASTER LIST of issues/problems
 
When scrolling the spell list, it would be nice if the gem counts didn't scroll as well.

Keir Maxwell November 21st, 2003 11:47 PM

Re: Impartial MASTER LIST of issues/problems
 
Troops with missile weapons should fire while on the hold part of hold and attack and especially when on Guard Commander as this is about the only way to get subtle using multi-armed LC/HC.

Tien Chi Barbarian Kings theme needs at least +2 precision for the cavalry to reflect the superior archery of the steppe nomads who have counquered Tien Chi. Barbarian Kings is very hard to play and some thematically appropriate improvements are called for.

Tien Chi Spring and Autumn could really do with a new unit - non-commander noble chariots with a limit (say 1 a turn) on how many you can build in a castle. Adding in the chariots is so tantalising and current Spring and Autumn Chinese ancient army lists allow more than just general chariots. This would be a nice addition to another hard to us theme.

Cheers

Keir

Nerfix November 22nd, 2003 12:12 AM

Re: Impartial MASTER LIST of issues/problems
 
I agree with Keir. I would like to see more Barbarian units with BK Tien, Barbarian units getting pillage bonus and getting Khan heroes (insted of immortals).

Chariot troops would also fit S&A Tien.

Saber Cherry December 1st, 2003 07:23 AM

Re: Impartial MASTER LIST of issues/problems
 
Sticky!!! Please? http://forum.shrapnelgames.com/images/icons/icon9.gif

BTW. Anyone want to recompile the list with the new additions, or is Patty-chan still around?

HJ December 1st, 2003 09:25 AM

Re: Impartial MASTER LIST of issues/problems
 
It would be nice if the confirmation screen would pop up when you click on "throw it away" in item redistribution screen. I just accidentally threw away an item that I wanted to put in the lab, since I clicked just below the lab tag, and there were lots of commanders in the same province and I was scrolling down. It's unrecoverable and it's terminal, and it can be really painful, while at the same time it's not that often that you would want to throw something away either, so it wouldn't hamper the gameplay otherwise. A simple screen with clickable yes-no options would do.

[ December 01, 2003, 07:27: Message edited by: HJ ]

PhilD December 1st, 2003 09:44 AM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by HJ:
It would be nice if the confirmation screen would pop up when you click on "throw it away" in item redistribution screen. I just accidentally threw away an item that I wanted to put in the lab, since I clicked just below the lab tag, and there were lots of commanders in the same province and I was scrolling down. It's unrecoverable and it's terminal, and it can be really painful, while at the same time it's not that often that you would want to throw something away either, so it wouldn't hamper the gameplay otherwise. A simple screen with clickable yes-no options would do.
<font size="2" face="sans-serif, arial, verdana">I won't say there shouldn't be this kind of confirmation popup, but if you're really mad for losing your item, you can "quit without saving" and replay your turn.

Of course, depending on how far you are in your game, that may be a LOT... http://forum.shrapnelgames.com/images/icons/icon9.gif

HJ December 1st, 2003 10:04 AM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by PhilD:
I won't say there shouldn't be this kind of confirmation popup, but if you're really mad for losing your item, you can "quit without saving" and replay your turn.

Of course, depending on how far you are in your game, that may be a LOT... http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="sans-serif, arial, verdana">Ehhh... Didn't think of that. http://forum.shrapnelgames.com/images/icons/blush.gif Thanks for the tip. http://forum.shrapnelgames.com/images/icons/icon7.gif
But still, if it's not a big deal do implement, it would be one of those UI-friendly additions. For those who forget that they can restart the turn. http://forum.shrapnelgames.com/images/icons/icon12.gif

Gandalf Parker December 1st, 2003 04:35 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by PDF:
An improvement I would like :
When starting a game we should FIRST be asked to choose a map/scenario, THEN nations in play.
Currently it's bothersome, if you include some nations some scenarios become unselectable, then you can also have to go back because you've got too few/too much nations according to map size, etc..

<font size="2" face="sans-serif, arial, verdana">Then we would have people complaining because they chose a map which didnt allow the race they wanted to play.

Maybe the game-create could be submenu'd the way creating a pretender is (domain, magic, castle). The game create could offer settings, map, players, start.

PDF December 1st, 2003 05:00 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Gandalf Parker:
Originally posted by PDF:
Then we would have people complaining because they chose a map which didnt allow the race they wanted to play.

Maybe the game-create could be submenu'd the way creating a pretender is (domain, magic, castle). The game create could offer settings, map, players, start.

<font size="2" face="sans-serif, arial, verdana">Usually the map description specifies what nations can/cannot play, and anyway it should do it http://forum.shrapnelgames.com/images/icons/icon7.gif
I'd still find it easier to get back to another map than get back to the nation screen, try to remind what nations should be in, change and repeat... http://forum.shrapnelgames.com/images/icons/icon12.gif

Gandalf Parker December 1st, 2003 05:27 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by Saber Cherry:
Sticky!!! Please? http://forum.shrapnelgames.com/images/icons/icon9.gif

BTW. Anyone want to recompile the list with the new additions, or is Patty-chan still around?

<font size="2" face="sans-serif, arial, verdana">I think I already mentioned that getting this one stickied might require starting it again with a less condemning title. Something like "wish list" maybe.

How about "Santa, all I want for Cristmas is....."

Chris Byler December 1st, 2003 06:18 PM

Re: Impartial MASTER LIST of issues/problems
 
Quote:

Originally posted by PhilD:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by HJ:
It would be nice if the confirmation screen would pop up when you click on "throw it away" in item redistribution screen. I just accidentally threw away an item that I wanted to put in the lab, since I clicked just below the lab tag, and there were lots of commanders in the same province and I was scrolling down. It's unrecoverable and it's terminal, and it can be really painful, while at the same time it's not that often that you would want to throw something away either, so it wouldn't hamper the gameplay otherwise. A simple screen with clickable yes-no options would do.

<font size="2" face="sans-serif, arial, verdana">I won't say there shouldn't be this kind of confirmation popup, but if you're really mad for losing your item, you can "quit without saving" and replay your turn.

Of course, depending on how far you are in your game, that may be a LOT... http://forum.shrapnelgames.com/images/icons/icon9.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This trick is also handy if you did alchemy in the wrong direction, bought too much province defense, or any other "immediate" action that you then regret. (I don't know why you can't cancel province defense that you bought this turn - but you can't, without this kind of trick.)

You don't need to quit without saving though - you can just finish your turn normally, but don't host, instead click on your nation again, and when it says you have already played your turn, click on "Redo turn from start".

In both cases though you will have to redo your entire turn.

st.patrik December 1st, 2003 11:28 PM

Re: Impartial MASTER LIST of issues/problems
 
sorry to all that I haven't updated this list - I lost my internet connection almost 2 weeks ago, and won't have it again until friday (right now I'm writing from work - an emergency situation only). I do intend to update the list once I get connected again.

sorry about the delay.

PDF December 2nd, 2003 02:37 AM

Re: Impartial MASTER LIST of issues/problems
 
An improvement I would like :
When starting a game we should FIRST be asked to choose a map/scenario, THEN nations in play.
Currently it's bothersome, if you include some nations some scenarios become unselectable, then you can also have to go back because you've got too few/too much nations according to map size, etc..

[ December 01, 2003, 12:40: Message edited by: PDF ]

Saber Cherry December 10th, 2003 07:27 AM

Re: Impartial MASTER LIST of issues/problems
 
bump


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