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-   -   Wish List (http://forum.shrapnelgames.com/showthread.php?t=17538)

Phoenix-D May 16th, 2004 06:38 PM

Re: Wish List
 
Quote:

Originally posted by PvK:
Some people may accuse me of beating a dead horse, but hey, I have a fresh dead horse to beat - the one that was just shot dead along with my elite heavy cavalry while they were pursuing ONE LIMPING MILITIA MAN, by their own men.
PvK

<font size="2" face="sans-serif, arial, verdana">Not a dead horse. This peeved me so much I gave up on the demo. What's the point of all the fancy stuff if you can't get your units to use it without killing themselves anyway?

Stormbinder May 17th, 2004 01:03 AM

Re: Wish List
 
Quote:

Originally posted by Norfleet:
I don't think that was an actual suggestion, Storm. I think the suggestion was more towards the reduction of friendly fire.
<font size="2" face="sans-serif, arial, verdana">If it was not than I make it to be a suggestion. After all, it should be easy to tell for example the man riped to peaces by enemy werewolfs, from the one who looks almost alive, if not for the few "friendly" arrows growing from his back. http://forum.shrapnelgames.com/images/icons/icon12.gif And for newbie players, as well for experienced one who don't want (ir din;t have time to in blitz) to see every battle, it would be nice feedback.


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 ]

tinkthank May 17th, 2004 10:53 AM

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 ]

johan osterman May 17th, 2004 02:49 PM

Re: Wish List
 
Quote:

Originally posted by tinkthank:
...
12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption)
...

<font size="2" face="sans-serif, arial, verdana">To me it comes across as very gamey, in a bad way, for the Tac AI to behave differently with independents and other enemies. It is not like the supposed commanders have any notion of independents being unable to regroup.

tinkthank May 17th, 2004 02:54 PM

Re: Wish List
 
Quote:

Originally posted by johan osterman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tinkthank:
...
12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption)
...

<font size="2" face="sans-serif, arial, verdana">To me it comes across as very gamey, in a bad way, for the Tac AI to behave differently with independents and other enemies. It is not like the supposed commanders have any notion of independents being unable to regroup. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">OK, fair enough.

rabelais May 18th, 2004 06:10 AM

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

rabelais May 18th, 2004 08:43 PM

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

HotNifeThruButr May 19th, 2004 01:44 AM

Re: Wish List
 
Quote:

Originally posted by johan osterman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tinkthank:
...
12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption)
...

<font size="2" face="sans-serif, arial, verdana">To me it comes across as very gamey, in a bad way, for the Tac AI to behave differently with independents and other enemies. It is not like the supposed commanders have any notion of independents being unable to regroup. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This gives me an idea, what if Independants that flee successfully add to Unrest depending on unit cost in gold and resources? If a militia fled, you get, say, 1 extra point of unrest in that place. If I knight fled, you get, say 10.

Aetius May 19th, 2004 02:55 AM

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?

Graeme Dice May 19th, 2004 03:36 AM

Re: Wish List
 
Quote:

Originally posted by Aetius:
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.
<font size="2" face="sans-serif, arial, verdana">Archers are okay, but quickly become mostly useless. Abysia can get as many shortbow archers as they could ever want just from independent provinces. They really don't need cavalry, since they have devils.

[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:

Any thoughts? Unbalanced? Or just the cure for Abyssia?
<font size="2" face="sans-serif, arial, verdana">Abysia doesn't really need anything else, they have all the aspects they need for a powerful nation.

May 19th, 2004 04:58 AM

Re: Wish List
 
Quote:

Originally posted by Graeme Dice:
Abysia doesn't really need anything else, they have all the aspects they need for a powerful nation.
<font size="2" face="sans-serif, arial, verdana">I'd have to agree with Graeme that Abysia has all they need to be a powerful nation and are so. Salamanders are not that great, and don't seem to serve a real function. And perhaps they could be adjusted in order to have some sort of different use instead of a fragile, high priced, nearly never recruited cavalry.

But it isn't anywhere near a priority for balance. Abysia is just fine IMO.

Chazar May 19th, 2004 11:30 AM

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...

Aetius May 20th, 2004 12:52 AM

Re: Wish List
 
Quote:

Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Aetius:
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.

<font size="2" face="sans-serif, arial, verdana">Archers are okay, but quickly become mostly useless. Abysia can get as many shortbow archers as they could ever want just from independent provinces. They really don't need cavalry, since they have devils.

[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:

Any thoughts? Unbalanced? Or just the cure for Abyssia?
<font size="2" face="sans-serif, arial, verdana">Abysia doesn't really need anything else, they have all the aspects they need for a powerful nation.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I did solicit opinions and thoughts, yours are noted, clearly we are at a point of disagreement. However, you did not address my remark regarding the AI and Abyssia. From my own eperiences I have yet to see an AI Abyssia rampaging with large numbers of devils, devils being your proposed substitute for cavalry. Even playing Abyssia I have yet to get a powerful blood magic economy, but perhaps this is more a function of my inexperience with playing this nation and blood magic in general.

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.

May 20th, 2004 01:12 AM

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.

Quote:

I did solicit opinions and thoughts, yours are noted, clearly we are at a point of disagreement. However, you did not address my remark regarding the AI and Abyssia. From my own eperiences I have yet to see an AI Abyssia rampaging with large numbers of devils, devils being your proposed substitute for cavalry. Even playing Abyssia I have yet to get a powerful blood magic economy, but perhaps this is more a function of my inexperience with playing this nation and blood magic in general.
<font size="2" face="sans-serif, arial, verdana">I feel this may be your inexperience with the nation. Blood and the economy around it are a more subtle aspect than some of the more visible gem economy. Abysia has a somewhat difficult decision in the fact that their troops are so expensive while blood does take a portion of economy, but this is true with almost any blood nation. Abysia just happens to be the one it is most visible because of the high caliber of their troops making them expensive.

Quote:

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.
<font size="2" face="sans-serif, arial, verdana">This is true of quite a few nations (I.E. Incompatability and having to micromanage in order to be successful). I don't feel balance should be considered for the "careless" or those particular reasons. Dom2 is not idiot friendly in any of it's game mechanics, why change it so that it is with one nation which will in turn make it extremely powerful.

Cainehill May 20th, 2004 02:04 AM

Re: Wish List
 
Quote:

Originally posted by Aetius:
However, you did not address my remark regarding the AI and Abyssia. From my own eperiences I have yet to see an AI Abyssia rampaging with large numbers of devils, devils being your proposed substitute for cavalry. Even playing Abyssia I have yet to get a powerful blood magic economy, but perhaps this is more a function of my inexperience with playing this nation and blood magic in general.
<font size="2" face="sans-serif, arial, verdana">I haven't managed a blood economy even with Mictlan http://forum.shrapnelgames.com/images/icons/icon12.gif but let me assure you, I've just had a human Abysia opponent overwhelming my Vanheim with devils, primarily. I'd have to agree that Abysia doesn't really need cavalry. Unless their blood magic is taken away. (hopeful smile) http://forum.shrapnelgames.com/images/icons/icon12.gif

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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