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Re: Impartial MASTER LIST of issues/problems
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So one of the solution would be to reduce their effectivness if you cast them in an enemy dominions, or increase their cost (you have to cast a major ritual into another god land, so you play more magical resources). |
Re: Impartial MASTER LIST of issues/problems
patrik, you should fire up that new poll. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Impartial MASTER LIST of issues/problems
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I'll add this one, and HJ's one Aristoteles: Maybe soon; it seems that people are still adding things, and I want to make sure everyone's had a chance to add their suggestions. Having said that, it's been a day, so maybe later today I'll fire it up. |
Re: Impartial MASTER LIST of issues/problems
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I myself am not so sure they're unbalanced per se (provided you're prepared for them), but I don't like the way they dominate the game, forcing one towards a guerilla strategy, and away from large battles. |
Re: Impartial MASTER LIST of issues/problems
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What about expensive wards, that stay with the caster when he moves? Or perhaps items with a simimlar effect? My real problem with these spells is the complete lack of a counter. |
Re: Impartial MASTER LIST of issues/problems
While we're at asking changes, one thing that bothers me in Dom is that you have to pay "cash" all the builds in a queue, even if the units are only build X turns later.
In the end this means you should build only one turn worth of units and change the queue each turn, unless you like spending money earlier. A welcome change would be that costs be calculated on a per-turn basis, so on one turn you only pay what you get (and this is how nearly all others strat games work BTW http://forum.shrapnelgames.com/images/icons/icon12.gif ) . This is maybe not that simple, cause in this case the program will have to keep track of funds to find if you can afford a build you've queued earlier, then "kills" queued builds if you can't, but it'll be cool nonetheless http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Impartial MASTER LIST of issues/problems
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Re: Impartial MASTER LIST of issues/problems
Updated list. People who posted suggestions, check to make sure I got it, and got it right.
1. Tweaks/Easy changes to implement • Darker colours/textures in unit displays • Alignment of stats in unit info screens • Pre-made Gods for New players • Newbie 'get started' guide • Quick start game for Newbies • End/quit/save/host button remake • Bless effects more prominently displayed when creating a God's magic • Actual effects of scales explained when creating a pretender's scales • Line between commanders and regular units in recruitment screen & titles for each • More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.) 2. Additions of relatively minor features • Castle battle results • '?' accessible on main menu • Research point 'lock' for schools of magic • Random nation AI opponents • Map and Scenario triggers [not sure where this was mentioned] • Ability to rename, or at least add epithets to commanders • Enhanced start (starting with more than one province) • Closing dialogues without having to scroll down or press 'esc' • Unit names with icons/detailed breakdown of mixed squads • Detailed lists of losses (most importantly commanders) • Right-clicking commander gives you list of troops under his command • Build queue for commanders • 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 3. Additions of relatively major features • SP diplomacy • Increased battle replay functionality (various speeds, etc.) • More than one god for each nation • Moddability • Ability to search for items on commanders • Battle Sim • Enabling/disabling spells (see Windreaper's post in this thread for details) 4. Balance considerations • Improve Strategic AI • Bug fixes • Less focus on supercombatants • More regrowth possibilities / less emphasis on population death • Greater 'bless' effects (starting at an earlier level/increasing exponentially rather than by addition/magic cheaper in general, etc.) • reduce effectiveness of artillery-like spells (esp. in hostile dominion) Any more? As soon as it slows down I'll make a poll. [ October 30, 2003, 14:03: Message edited by: st.patrik ] |
Re: Impartial MASTER LIST of issues/problems
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I myself am not so sure they're unbalanced per se (provided you're prepared for them), but I don't like the way they dominate the game, forcing one towards a guerilla strategy, and away from large battles. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">basically the opinion was that people wanted something to be changed, either reducing their effectivness, or having real counter, and not poor work arounds, or something like that. I gave my solution, but others are ok too. |
Re: Impartial MASTER LIST of issues/problems
From the list,
"Closing dialogues without having to scroll down or press 'esc'" ...might be a little more clear if rephrased to: "Standardized mouse interface for closing windows, without scrolling: an "X" in the upper corner." Also, I'd like to see: "Standardized keyboard exit command: 'Esc' should exit battles." -Cherry [ October 30, 2003, 18:08: Message edited by: Saber Cherry ] |
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