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Re: A humble suggestion or 3
Some ideas :
- Introducing basic diplomacy would be nice (OK, It has certainly already been said, but this is how I see it http://forum.shrapnelgames.com/images/smilies/wink.gif ). Peace, alliances (maybe allied victories), the possibility to offer units to another pretender (same way as gold and crystals- of course it's possible to refuse). And the possibility to cross allied provinces. - Possibility to move the capitol city to recruit capitol only units nearer to the front (for example). Of course, it shouldn't be free, it should have a high gold cost, and maybe require the presence of the pretender working at it for some turns in the new capitol (or the prophet). - Heat/cold should modify units characteristics instead of being an economic factor. Or maybe both. A bit like cold blooded units, units from a race liking cold should be very disadvantaged in hot provinces. Temperate units should have smaller characteristics reductions in cold/hot provinces. Don't know if morale, strength, hps or something else should be affected, but you get the idea http://forum.shrapnelgames.com/images/smilies/wink.gif . And I like magnate's idea to have magically summoned buildings. It should replace the non-existing city improvements and province enchantments and be managed in the magic sites lists. One commander could destroy them. I.E. : death magic would allow an assassins guild (permitting to recruit assassins), fire should permit a volcano (increasing hotness), etc... |
Re: A humble suggestion or 3
Magically summoned buildings are kinda against the spirit of the game, since they reward ultra-defensive play. Mind you, so do gem-generating items, which the developers seem to tolerate.
A small wish: Change the way libraries work. They're just too useful at the present. |
Re: A humble suggestion or 3
I completely agree with Sandman... libraries are way too powerful. An ideal fix for this and many many other issues would be an advanced options menu where the host could enable/disable specific game features. EXAMPLE: Advanced Options Menu: Enable/Disable Items/Artifacts Enable/Disable Magic Spells Enable/Disable Magic Sites Enable/Disable Building Types (labs, temples, forts, etc.) Enable/Disable Commanders/Units Enable/Disable Province Population Types Here gamers can enable/disable one or more from each category. ** THUS far fewer complaints/issues about some spell or item or mass castle building because the gamers and host can decide before they start ** --- another idea is maybe making these options available as commands within the .map file so map makers will be able to create more unique worlds and different experiences. --- |
Re: A humble suggestion or 3
1) A full fledged (as in I-don't-want-to-type-page-loads-of-code-&-commands), graphic interfaced editor...
- for units (sprite libraries topick from) - for items (same + all properties) - for nations (sprite lib. again - symbols/colors/shiels) - for the map (the actual way of modding maps is extremely clumsy) 2) Diplomatic options (competing pretenders need to form stratgic alliances at times - even if only temporarily) 3) Management options (more specialized building with various funtions) 4) More control on the advancement/upgrading options of units/leaders (now they just increase without the player having any control over the process) 5) Built-in save/load command ! Basically check out other games on the market and don't be shy about borrowing whatever neat options those others have. It would only improve an already very addictive game. G. |
Re: A humble suggestion or 3
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More random stuff:
Some new afflictions:
Parasite: Causes -2 strength, +2 encumbrance and 10% less hit-points. Strongly associated with ocean and swamp provinces. Disfigurement: 50% leadership penalty, and -2 precision. Nasty on commanders, not so much on soldiers. Frostbite: -1 attack, defense, move and strength. Similar to limp, but it can stack with it for extra misery. Strongly associated with cold provinces and frost spells. Horrific burns: -3 protection, -1 attack. Caused by fire and acid spells. |
Re: More random stuff:
What about "dynamic" magic sites:
e.g. when you make construction spells in one prov all the time, you get there a construction 20 bonus - Site after a timr... or after a big fight(something like battlefield), or when a pretender dies. |
Re: More random stuff:
I like the fire/cold dependent afflictions! Disfigurement might not be as serious in Dominions where a blck hawk or a super intelligent hydra might be their commander the next day.
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Re: More random stuff:
Magic site descriptions, or at least possibility to make them, would be pretty neat. Magic sites generating random gems would be kinda nice too.
I would also like to see some summons that are double-edged like the demon lords. Perhaps some new demon lords. I'd also like to see more advanced spell modding, ability to alter the summoning spells that summon unique/random creatures and the ability to change spell names. Perhaps a way to make spells, combat or ritual, with random effects defined by the modder. Ability to add new spells would be pretty neat too. |
Re: A humble suggestion or 3
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