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Re: 2 Things this game desperately needs
thejeff:
Yes, this is a good point. I was thinking more in the line of another option. Like being able to perform Alchemy and it doesn't cost an action.....i.e. the mage may still do something else. Having an action like "Defend Territory". And once that is clicked, have that option change to "Defend Castle". That way, you could decide whether or not to retreat to the castle or stay outside to fight the abominable hordes that wish to see you dead. Gandalf, your points are well taken, but still miss the point. Changing ownership is not a good option. How does this work when you are building 70 percent of an elephant per turn. Who gets the elephant when ownership changes...or does it disappear? Either way.... If you don't have a spell researched that does what you suggest or if you don't have stealthy units, or the units aren't stealthy that you want to allow....that won't work. I like the castle idea, but costs a lotta money, and leaves that province at risk. |
Re: 2 Things this game desperately needs
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Re: 2 Things this game desperately needs
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Your army enters province X and defeats the indie defenders. your water mages search for magic sites and find a layer of a blue dragon, the site is "locked" i.e. you don't get the gems from it or whatever other benefit it has. The site has an option "enter site" that is added as a possible command to commanders in the province. You order your army to enter the site. The battle then takes place in a scenery of a giant icy cave with very cold temperature against a blue dragon that is equipped with items and commands an army of say humanoid slaves. Only after you win the battle does the site become functional for you. That's my suggestion. |
Re: 2 Things this game desperately needs
I use both Jack's site
http://dominions.realites.org/ and ballbarians tool occasionally to spice up my SP games. I generally use Jack's site and jack it up to 50% + starting provinces. So random commanders, buildings, and items sprinkled about the map...some so dangerous that they're still indy after 6 years of gameplay http://forum.shrapnelgames.com/images/smilies/happy.gif I also love having the starting province be randomized, so the AI and myself get a free commander, maybe some low level items, and a few extra troops. It can occasionally prove messy when one AI gets a really good pull and beats everyone else up...but that's the fun of it http://forum.shrapnelgames.com/images/smilies/happy.gif I agree the game needs: disband some form of diplomacy Hold and Fire command Site search coordination |
Re: 2 Things this game desperately needs
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I'm adding that one, actually. 3. A map filter for magic sites. -Max |
Re: 2 Things this game desperately needs
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-Max |
Re: 2 Things this game desperately needs
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Re: 2 Things this game desperately needs
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Might be noted that, unlike monsters hiding in a MoM node, they're vulnerable to remote spells. There's also no special 'one-time bonus' beyond the equipment, that's equivalent to an extra book or two of magic. :p |
Re: 2 Things this game desperately needs
Play with independent strength set to 8 or 9 and you'll find a lot more specially defended provinces.
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Re: 2 Things this game desperately needs
Here's something that I would find useful in the game:
I'd like it if you could use a tool like the Battleground Editor to actually place two opposing armies on a battlefield, hit a 'go' button, and watch a simulation played out (like Kohan). Or is that supposed to be part of the learning curve here http://forum.shrapnelgames.com/images/smilies/happy.gif ? |
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