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Re: Relative Map Commands
Check out some of whats on www.dom2minions.com
I ran into the same problem. I have a couple of maps there where I rewrite the .map file just to randomize much of it. It definately adds much to replay. Since so much of it can be done by assigning a number ts not really that hard to whip out something that will choose a random number for the commander with random troops in random provinces. It can be done in basic, or word, or excell, or whatever. I was going to offer a few up as executables but there never seemed to be much interest. Gandalf Parker -- People complain that free things arent done on the net anymore. Thats because so many have forgotten how to pay for free things. |
Re: Relative Map Commands
Rewriting the mapfile does not really help if I want to post my map here and give it away though... http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Relative Map Commands
HUGE IMPROVEMENT OPTION
Before Hosting a game I highly recommend an Advanced Options Tab where the Host can disable specific spells, building of forts, and/or artifacts. This will solve many concerns and issues such as people who complain about clam hoarding, mass-castling, ghost rider spell etc... . And if someone doesn't want to be part of a game where one of these are disabled then they can go host their own game or find another game being hosted. |
Re: Relative Map Commands
When one wishes for very powerful creatures (like Maker of Ruins the Doom Horror), he should not automatically be FRIENDLY! He would still arrive, of course. http://forum.shrapnelgames.com/images/smilies/evil.gif
Same should work for uniques that already exist, but they would come with their items and scripts intact. It is probably fairer to make the battles not Assasinations, but I would still like it to happen inside forts. |
visibility of state
In general: the state should be visible to the user.
In specific of game control, e.g. whether the battle is paused or not paused should be indicated, e.g. with a "paused" string in place of the "fast forward" string. Currently I have to toggle it and wait and see if things start happening... In specific of strategic state: how many Calls to God have I accumulated so far? I shouldn't have to remember state from previous turns -- the state should be displayed. In specific of turn events: if some troops and/or commanders die, for example due to a lost battle or an artillery spell or some other magic, the game should display exactly who died. I shouldn't have to try to remember who was where and then discover who isn't there any more. In specific of tactical events: all tactical state of units should be visible by right-clicking on the unit. For example, whose side is this unit currently fighting for, or it is enRaged, or what? |
Re: Relative Map Commands
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OR the randomizer can be made available as an executable that they can run whenever they want just before starting a new game. |
Re: The Dominions 3: \"Wishlist\"
Many of the higher level magic items are not used often. Although some have cool effects, there is a small set of almost-must-have effects: life drain, quickness, luck, magic resistance, reinvigoration, being ethereal, flying, elemental/poison resistance. A supercombatant or thug without a few out of this set of effects is unheard of. Isn't it strange that every SC/thug has a starshine skullcap? Every SC/thug has either a lucky coin shield or a luck pendant. Unless the SC/thug can cast quickness, it is very likely to have either boots of quickness or jade armor.
I would like to see these effects become more common (with the possible exception of life drain, depending on how much Dom 3 scales it back). If there are more items that give quickness, we won't see jade armor and boots of quickness as much. And so on. The rarely forged unique items should definitely have one of these effects added. |
Re: A Big One
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Obviously one would have to choose sides at such a point, but it should happen through negotiation about which alliance to break and which not to, or if one can remain neutral in the conflict. If such a grid system was used, sending proposals would also be easy, just bring up the grid, click on the intersection you want to change status, which would bring up the meny to send the proposal/declaration you want to that particular nation. Edi |
Re: The Dominions 3: \"Wishlist\"
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I wish that there were more items, mainly for boots and helmets but for other item types too. As an example, there are only two non-artifact helmets with protection more than 2: Black Steel Helmet and Flame Helmet. Flame Helmet is only usable with way to quickly recover lots of fatique, and that means life drain. If there were more options, there would be more diversity. I would like to have items that have great story and that add new mechanics, new little things to consider, new possibilities. e.g.: Full Helmet. It grants protection 4, defence 3, precision -5. Gives 'blind' affliction and #blind ability, so that the loss of eyes/blindness and eyes of aiming do not affect the wearer of the helmet. E3S2, needs Construction 6 This closed helmet was first made for mage Oedipus, who was blinded when an Abysian mage punished him for casting a powerful enchantment. With the aid of mighty spells casted on the inside of the helmet, its wearer can sense the world around him even without the help of his eyes. With this magical sense, it is difficult to precisely target anything far away, but the mage is overnaturally aware of everything moving near him, being able to evade most attacks. |
Re: The Dominions 3: \"Wishlist\"
Some generic theme ideas;
Hostile Forests: The growth scale is inverted for the purposes of calculating eney supplies. In other words, a strong growth dominion will cause enemies to starve like a strong death dominion, a bit like Mirkwood in the Hobbit. Carrion Woods should have this ability as standard. Warrior Cult: All frienly units in your dominion gain experience faster. You also start with an Academy of War in your capital. Mercenary Kingdom: All mercenaries cost 25% less to hire. Mercenaries will join your cause permanently if you hire them for nine turns in a row. This theme allows access to some special mercenary bands, and also has a chance of attracting unique mercenary heroes. Engineering Feats: All fortresses under this dominion have a defensive bonus, as well as a look-out tower (better patrolling) and escape tunnel (units can leave or enter a beseiged fortress from neighbouring provinces). |
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