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-   -   Patch Improvements (http://forum.shrapnelgames.com/showthread.php?t=30666)

Cainehill October 26th, 2006 04:14 AM

Re: Patch Improvements
 

Agreed - the limitted number of global slots tends to ensure that 75% of the global spells _never_ get used, because you'd rather use one of the limitted slots for a more useful spell.

Hadrian_II October 26th, 2006 06:19 AM

Re: Patch Improvements
 
It might be interesting when there would not be global spell slots, but just the limitation that every spell can only be active once.

Tortanick October 26th, 2006 06:50 AM

Re: Patch Improvements
 
That dosn't make any sense though for most spells.

Dark Skies. Gift of health. Fata Morgana.

Give me one reason why those spells can't be cast in seperate empires.

Other spells like Utterdark & second sun could be limited with a message like "someone else has done the hard work for you"

And there are a few spells that couldn't really be cast more than once, Motheroak. Well of Missery. Arcane Nexus. For those spells I'd say you'd have to use more gems then the current one to redirect/relocate the spell. For balance reasons probably all the gem producing global enchantments should be in here.

Nerfix October 26th, 2006 06:55 AM

Re: Patch Improvements
 
I can't see why multiple empires couldn't have Stellar Focuses (Stellar Focii?) or Gale Gates or such either. I'd like to see a split into empire-wide spells (Carrior Forest, Soul Gate etc plus some other spells) and truly global spells (Utterdark, Arcane Nexus, Astral Corruption etc.).

AMF October 31st, 2006 07:20 AM

Re: Patch Improvements
 
I'm having trouble finding the most recent 'patch suggestions' list to give my feedback on. Is there an updated one?

I think a lot of these, most of them in fact, are pretty important, and want to make sure my vote gets counted for which should be forwarded to the developers...

Thanks.

Hadrian_II October 31st, 2006 06:04 PM

Re: Patch Improvements
 
Quote:

Tortanick said:
That dosn't make any sense though for most spells.


I think it does not make less sense than having 5 slots for global spells, and it would be like the wonders in civ, but with the difference, that this wonders can be dispelled.

Its just an idea, but i would like it.

Dhaeron October 31st, 2006 09:30 PM

Re: Patch Improvements
 
While talking about global enchantments, something i'd really like to see is a setting for "max number of global enchantments" that's adjustable when creating a game. maybe something like 1-25. I don't know if it's hard to implement but imho it be a great addition without any downsides if it's easily done.

Sandro November 1st, 2006 07:33 AM

Re: Patch Improvements
 
Id love to see an...*drum roll*...item-creation wizard! http://forum.shrapnelgames.com/images/smilies/laugh.gif

A system for random-curved or fractal rivers in the map-generator would be nice too.

bananafish November 1st, 2006 02:28 PM

Re: Patch Improvements
 
global enchantments-

if the dispel is cast first before any global enchantments-
what i find troublesome is if i hold 2 or 3 of the globals and i want to cast another one.

if i attempt to cast the dispel and new global on the same turn, i have about a 25% chance of attempting to dispel my own global along with attempting to dispel an enemy's global.

NTJedi November 3rd, 2006 10:49 PM

Re: Patch Improvements
 

UPDATED: 11/3/2006 More updates added, soon starting page_10, eventually everyones request(s) will be added. Sorry for the delay... life has been insanely busy.

This topic is to save work / time for Illwinter.

Any post placed here requesting a feature will eventually be added to the original 1st or 2nd post providing Illwinter a quick one stop place for feature improvements.

Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.

Cainehill November 4th, 2006 12:02 AM

Re: Patch Improvements
 

Some changes / options on global slots would definately be nice, especially since some themes like Carrion Woods are now globals.

Cainehill November 4th, 2006 12:13 AM

Re: Patch Improvements
 

Could we please get some sort of normalization of home provinces, at least as an option? IE, something to minimize the effect of the number and quality of neighboring provinces, so that lucky/unlucky determination of neighbors doesn't supercharge/screw a player.

Example of why this would be nice : in a current game, I went with a strategy involving capitol-only sacred troops. Accordingly, I took a starting dominion of 7, to maximize how many I could recruit. But with only 3 neighbors, all of which are exceptionally crappy (total population, less than 14,0000, total resources 38) I wind up with my home province, even with the 50 admin fortification almost everyone starts with, having a grand total of _88_ resources. As far as recruiting / using those sacred units, I might as well have taken a starting dominion of 2 or 3.

So - something that said, "OK, every capitol should be able to pull in 200 resources (modified by productivity/sloth) after capturing all neighboring provinces" would be a huge equalizer - if said province has 10 neighbors, each neighbor gives 1/10th of 200. If there's only 2 neighbors, each gives 1/2 of 200.

Cainehill November 4th, 2006 12:18 AM

Re: Patch Improvements, Home provinces
 
Edit : Double Post

Gandalf Parker November 4th, 2006 12:28 AM

Re: Patch Improvements, Home provinces
 
There are maps that are balanced so that a games outcome can be more assured to be strategy rather than luck.
I recommend Fourmaggedon
http://www.shrapnelcommunity.com/thr...=7&fpart=1

Twan November 4th, 2006 01:15 AM

Re: Patch Improvements, Home provinces
 
I think a map command #nostartif (a number) would be a good idea (making nostart all provinces with fewer than x neighbours). Many mappers have tried to solve the problem with manual nostarts, but in most cases some provinces are forgoten, making the balance worse for the unlucky starting there.

If you want maps with good start locations I've made a map file with 4 neighbours mini for Glory MP, and for cradle the last map file for dom 2 should be used, instead of the one given with dom3.

dirtywick November 4th, 2006 01:20 AM

Re: Patch Improvements, Home provinces
 
I'd like to see Rejuvenate remove afflictions when you get below the old age threshold.

Reverend Zombie November 4th, 2006 02:38 AM

Re: Patch Improvements
 
Quote:

Cainehill said:

Some changes / options on global slots would definitely be nice, especially since some themes like Carrion Woods are now globals.

I'd suggest a separate pool for these "national globals" that does not require them to compete with the globals as we knew them in Dom2, or with each other. That is, the national globals should be Dispell-able but should not have to worry about getting overwritten by globals (either of the "old school" or the new variety).

Graeme Dice November 4th, 2006 02:40 AM

Re: Patch Improvements
 
I really like the idea of having those spells sit separately from other global spells. As it stands, five globals seems like nowhere near enough for 21 separate nations.

Nerfix November 4th, 2006 02:53 AM

Re: Patch Improvements
 
I also like it.

reverend November 5th, 2006 10:54 AM

Re: Patch Improvements
 
Nation pool for AI nations

Instead of completey random nations, allow us to 'enable' or 'disable' nations for the AI. This would make it possible to disallow water nations or AI-unfriendly nations like Mictlan, while still having the surprise to find out which specific nation is selected.

E.g.:

- Choose 'random' for AI nation
- A window appears with the nations listed
- By clicking you switch between greyed-out (not in pool) and normal (in pool)
- AI randomly selects one of the enabled nations

Meglobob November 5th, 2006 11:58 AM

Re: Patch Improvements
 
The items listed so far upto 73, I agree with the following:-

2,5,8,12,13,14,15,16,17,18,19,38,45,47,50,55,56,60 ,65 and 66.

Please add my approval, vote stamp. http://forum.shrapnelgames.com/images/smilies/happy.gif

Cainehill November 12th, 2006 01:23 PM

Re: Patch Improvements
 
Could we _please_ get a mechanism to save in-game messages to a plain old text file? This would make keeping track of diplomatic status so much easier, as well as AARs if all messages (including random events & battle reports) could be saved there.

Nothing fancy, just :

Turn 2: A message has come from Ermor: I propose a 20 turn NAP.
Turn 2: Random event, 1500 gold and 3 magic items.

Tyrant November 12th, 2006 03:52 PM

Re: Patch Improvements
 
I like 5,8,11,13,18,19,22,32,47,48,60,64,67,D,G and Cainehill's request to save messages.

aku666 November 12th, 2006 08:58 PM

Re: Patch Improvements
 
What I'd love to see is a little modification to 'M'onthly rituals, so that when the spell chosen for monthly ritual is a "magic site searching type" like acashic record, gnome lore or whatever it automatically cycles through all provinces under control, which hasn't been searched yet (and when all are searched stops casting and revert commander to defend action).

Edit. Another thing that comes to mind is an ability to buy defence to multiple provinces at once (at F1 screen) instead of doing it manually for each one.

Gandalf Parker November 12th, 2006 10:24 PM

Re: Patch Improvements
 
Quote:

aku666 said:
What I'd love to see is a little modification to 'M'onthly rituals, so that when the spell chosen for monthly ritual is a "magic site searching type" like acashic record, gnome lore or whatever it automatically cycles through all provinces under control, which hasn't been searched yet (and when all are searched stops casting and revert commander to defend action).

Edit. Another thing that comes to mind is an ability to buy defence to multiple provinces at once (at F1 screen) instead of doing it manually for each one.

I believe that both of those are already in the game.

Graeme Dice November 13th, 2006 02:20 AM

Re: Patch Improvements
 
Quote:

Gandalf Parker said:
I believe that both of those are already in the game.

Automation for monthly site searching spells exists, but is extremely buggy and rather limited in scope as it doesn't check to prevent overlap between two mages on the same turn.

aku666 November 13th, 2006 09:36 AM

Re: Patch Improvements
 
Hmm. I must have missed them then.

Edit. Doh! I didn't notice that when I played this for the first time. Old Dom2 habit i suppose. Sorry for your trouble.

NTJedi December 8th, 2006 10:01 PM

Re: Patch Improvements
 
UPDATED: 12/8/2006 Updates added, soon starting #461454 on page_12, eventually everyones request will be added.

Sorry for the delay... was busy getting a promotion at work.

Capt_Jack December 8th, 2006 11:36 PM

Re: Patch Improvements
 
1.Include Province numbers on all messages that use province names.

2. Always have a way to go to the province referred to in messages.

3. Hilight the new magic sites on the province status screen each turn.

4. Have the monthly orders check for duplicate orders so you can assign more than one mage of type to search for magic site.

5. Add a print map function that includes the province number in the printout
6. For us data freaks... an export command .. for province info and current messages

7. Include messages for all commanders that are killed by causes other than battle . I still feel that I have commanders just disappear off the map. I assume some catastrophe has occurred (lightning strike, assasination, succubus) but I never know for sure.

8. Show recruitable commanders on the status screen. maybe an icon for your default fortress recruits but specific listing of others especially unique mages.
Its awful to come back to a province 6 moves after you conquered it and discover or rediscover that it has a unique mage available.

9. Show the name of the saved game somewhere on exiting. Its a drag trying to remember which game you were just playing if there are a bunch of them on your continue game list.

lch April 25th, 2008 10:03 PM

Thread necrophilia!
 
Harr, I found this thread looking for something specific. And now I feel like bumping this. I think 1), 14), 67), 68), 72) have improved, yes? This list is really nice. There are some useless wishes on there, but many things that I wished for before are included. And many wishes to improve things that I took for granted, too. Even though the original people that are cited here have already vanished by now: great list!

Wrana April 26th, 2008 01:37 PM

Re: Thread necrophilia!
 
Another one:
An ability to save diplomatic messages in MP. I understand that most diplomacy occurs in forum... but it would be useful to have an ability to scroll through messages you had during the game.
Also ability to browse your own messages before ending turn. It would be especially useful if you has several trading agreements in MP & need to check whether you have already sent all that you offered... and whether you have sent someone twice the offered amount. http://forum.shrapnelgames.com/images/smilies/happy.gif
Also to have some ability to check diplomacy status would be nice. Probably especially with AI alliances offered above.

capnq April 26th, 2008 11:38 PM

Re: Thread necrophilia!
 
Quote:

Wrana said: An ability to save diplomatic messages in MP. [...] It would be especially useful if you has several trading agreements in MP & need to check whether you have already sent all that you offered... and whether you have sent someone twice the offered amount. http://forum.shrapnelgames.com/images/smilies/happy.gif
Also to have some ability to check diplomacy status would be nice.

I have never understood why so many gamers are averse to taking notes. And I've never seen a computer game with an in-game notes system that was easier to use than a blank sheet of paper on a physical clipboard kept next to my monitor.

elbnar April 27th, 2008 12:15 AM

Re: Thread necrophilia!
 
One thing I want to see more than anything else is the ability to set other game modes in setup besides the normal kill-em-all mode, as well as other options.

Game mode: Teams (presumably it will be a polytheistic religion they'll make)

Assassination (NO praying back your pretender... once you're dead you lose; no immortal pretenders such as VQ allowed; twiceborn should be ok)

Capture the Flag... or Holy Artifact (the source of a pretender's power must be carried in a character's misc slot at all times. if an enemy captures it and brings it back to their capital, you lose)

No Wishing Allowed

Diplomacy... an oft-requested option such as above. http://forum.shrapnelgames.com/images/smilies/happy.gif Or at least a simple in-game mechanism for establishing NAPs, and an announcement to all if a player breaks it so they know who not to trust

Customizable Units (design your own guys with the equipment available to your empire with the corresponding resource costs)


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