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Re: Wish List
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Re: Wish List
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And of course I see no reasons not to count corpses after the siege, as an opposite to regular battle. [ May 16, 2004, 12:14: Message edited by: Stormbinder ] |
Re: Wish List
My Hit List, scaled in order of what-I-think-is-important divided by resources-needed-to-implement-(guessing-only):
1. Rehiring Mercs set to half price by default 2. "Goto Commander" works for reports on finding sneaking commanders and assasins 3. Full battle reports after Storming Castle 4. BugFix: Call of the Wilds forest only 5. "Throw Away" option in "Transfer Item" screen set off somewhat from "put into lab" 6. Icons added ( see this thread) EDIT: 6a. f12 scrolls through forts; f11 scrolls through hidden/stealthy commanders; f10 switches between prophet and pretender; f9 scrolls through mages with forge bonus 7. Interface: f5-Research lets you define research numbers per number pad (instead of +/- clicking) 8. Strategic AI: Fort-building Algorithm 9. Strategic AI: Troop-building Algorithm 10. Interface: Merc Bids defined per number pad instead of +/- clicking 11. Tactical AI: Communion Master only if Communion Slave not self available 12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption) 13. Interface: From the "View Commander" (Inventory) screen, give us (a link to) the button "SET BATTLE ORDERS"!! 14. Interface / Tactical AI: In Spell Queue, all spells can be clicked either "disabled", "low priority", or "high priority" [ May 17, 2004, 11:14: Message edited by: tinkthank ] |
Re: Wish List
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Re: Wish List
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Re: Wish List
Don't know if there is one already, but it would be insanely great if there were a group search command (a la "w" for troops with afflictions) to tell me which troops are starving, so I can weed them out if going to somewhere with inadequate supply so as to minimze disease chance.
Think of it as triage for those who don't look like they can make another long march without going to for R+R. You can do it manually of course, but it's micromanagement hell. Rabe the Recreation Counselor |
Re: Wish List
Hey, there is one already! Nice. Thanks so much to the devs. http://forum.shrapnelgames.com/images/icons/icon10.gif
Here's another wacky (i.e. obvious to the point of possibly being implemented already) idea: I think right now the score graphs only show income from taxes, it might be a useful feature if they showed income from other sources as well, so that lucky folks, and (particularly) aggressive pillagers get outed as well. Might help locate the castlers early so they can be negatively reinforced. I don't like score graphs much, but if you're going to use them, they should be accurate and comprehensive in their full disclosure. Does Clam income show up in the gem graphs, at the moment? Rabe the Loophole Closer |
Re: Wish List
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Re: Wish List
As part of a wish list I would like to see a new unit for Abyssia, the salamander rider. Abyssia really suffers, in my opinion, from the combination of no archers, no cavalry, and all heavy infantry. I feel this is especially the case when Abyssia is commanded by the AI. One of Abyssia's better units is the salamander, however these tend to have poor morale and break easily.
Therefore I propose, the salamander rider, it could be a Humanbred so as not to be too unbalanced, and perhaps no offensive weapon since it needs focus all it's effort on control it's steed, the salamander. Therefore you would have a salamander rider at cost 85 gold and 25 resources (special heat resistant armor and saddle) with a normal salamander stats but improved morale and maybe a weak one handed attack depending upon balance issues. Any thoughts? Unbalanced? Or just the cure for Abyssia? |
Re: Wish List
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[quote]One of Abyssia's better units is the salamander, however these tend to have poor morale and break easily.[/QUOTE} They are also severely overpriced, extremely fragile, and become fatigued too quickly. Quote:
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But it isn't anywhere near a priority for balance. Abysia is just fine IMO. |
Re: Wish List
I'd enjoy a switch to set the tactical display to the target destination:
I often start my attacks/defense from different regions, and it is very difficult to set up all troops so that they cooperate well. Therefore it would be nice if a units tactical setup would not show the troops which are currently in the same region of the unit, but all units that remain or are currently ordered to move into the destination region of a unit. I know that troops might get intercepted by the enemy, but usually my troops fight all together as I planned, and defending does always succeed due to the move evaluation order. So I think that this would really simplify things for me. Currently I use a non-permanent marker on the screen to coordinate my attacks, but this is kinda unconvenient... |
Re: Wish List
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[quote]One of Abyssia's better units is the salamander, however these tend to have poor morale and break easily.[/QUOTE} They are also severely overpriced, extremely fragile, and become fatigued too quickly. Quote:
I am more of the Gandalf Parker school of thought and there are no useless units or summons. I have found that if placed correctly salamanders can provide a devasting attack to open up the ranks of oppossing heavy cavalry or heavy infantry. My only problem is their low morale. The only problem with independent archers or any independents for that matter and Abyssia is the heat generation. If you do not micromanage, or if you are careless you will end up roasting your own independents, this is particularly frustrating with blood slaves. |
Re: Wish List
The use of Devils for Abysia in the stance of AI is not a balance issue at all, but an AI issue.
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Re: Wish List
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The only problem with independent archers or any independents for that matter and Abyssia is the heat generation. If you do not micromanage, or if you are careless you will end up roasting your own independents, this is particularly frustrating with blood slaves. Yeh, it's kind of understandable with the independent troops, imo, but having the blood slaves all get frozen or burned up by the mages who in theory intend to use them is ... insane. But then, that's why we have great Artificial Insanity in Dom2. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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