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-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   Wish List (http://forum.shrapnelgames.com/showthread.php?t=17538)

Psitticine February 22nd, 2004 03:33 AM

Re: Wish List
 
Hey, all I know is what I was told when I was editing the darn things. http://forum.shrapnelgames.com/images/icons/icon10.gif

Sandman February 22nd, 2004 11:15 PM

Re: Wish List
 
I'd like to see the resource-sucking effect of fortress admin only apply to unused resources. So you could still build units in provinces with two adjacent fortified cities.

fahdiz February 23rd, 2004 05:04 PM

Re: Wish List
 
Here's a completely fluffy http://forum.shrapnelgames.com/images/icons/tongue.gif suggestion: I would love to see moddable "skins" for the UI...perhaps one for each nation. For instance, Man's default UI skin might be a stony grey, outlined by Celtic knotwork...Arcosephale's might be a white/grey marble. And so on.

vanedor February 23rd, 2004 07:07 PM

Re: Wish List
 
What about... when you capture the home province of another god, the...(arg, I don't remember the true name for this) trouble is 200. So you need to pacify the city or/and be nice with the population for a while before starting to hire troops from there.

Gandalf Parker February 23rd, 2004 10:35 PM

Re: Wish List
 
I know I have fought and fought the "there is no game saves because its PBEM" but I had a thought.

Maybe at the menu where you hit HOST to have it actually process the turn, we could get 2 more buttons. Save backup, restore backup. All the game would need to do is save another 2h but name it something like bak. The restore just copies a bak over the 2h.

Hmmm I wonder if that would be confusing to any gamers who multiplay. Do you think it might cause "yeah I know but after I saw that I hit restore and sent a new turn for that round" arguments? Hmmmm might be better to leave it as an outside-of-the-game function.

[ February 23, 2004, 20:36: Message edited by: Gandalf Parker ]

Huzurdaddi March 5th, 2004 01:19 AM

Re: Wish List
 
Here are two features that I would like with spell casting:

1) When scripting spells for a mage to cast the UI does not take into account the previous spells to determine which spells are available.

Ok that was complicated. Perhaps an example I have a caster with 1 in fire magic and 1 in astral. My 1st spell is Power of the spheres, I want my 2nd spell to be fire ball however it is not on the list since the game knows that I am only level 1 and does not take the pervious level into account.

Now clearly the game can not figure out all possibilities since communion can cause variable additions to a caster's level. So how about adding a UI element that allows you to set how many extra levels you want to add to your caster (for filter purposes only). A simple addition to the UI, but it would give much more control over combat.

2) I would really like to be able to script more than 5 spells. But I could see people complaining that this could cause balance problems (not that I agree!!!).

March 5th, 2004 01:24 AM

Re: Wish List
 
AFAIK your first point is already done in the game. You just have to have the ability researched.

If you have at least 1 in a path (Like Fire) and have the spell researched, it will allow you to script spells that are outside of their range to cast.

On point 2. I would like more spaces to cast (if only 1) but I understand why they might not want to implement this - because there are instances where you could buff yourself to invulnerability then attack. So it's a toss up.

Gandalf Parker March 5th, 2004 02:18 AM

Re: Wish List
 
I would like to see the color bars from Dom1 returned. Im finding that new players are not noticing that the commanders they maxxed out assigning troops to, can again receive more troops later. I liked the green bar showing how many troops and that it turned red when full. Also the same bars on the province view showing troops waiting to be assigned

Norfleet March 5th, 2004 02:21 AM

Re: Wish List
 
Quote:

Originally posted by Huzurdaddi:
2) I would really like to be able to script more than 5 spells. But I could see people complaining that this could cause balance problems (not that I agree!!!).
<font size="2" face="sans-serif, arial, verdana">The only reason this would cause a "balance" problem is because of crappy AI spellcasting. If the AI's spellcasting didn't suck, it would have cast those spells anyway. Imbalance simply wouldn't occur either way, since anything given to both sides is automatically balanced. Besides, the AI is already allowed an unlimited-length spell queue that he can actually alter in combat. The human player doesn't get this at all.

[ March 05, 2004, 00:22: Message edited by: Norfleet ]

Graeme Dice March 5th, 2004 02:45 AM

Re: Wish List
 
Quote:

Originally posted by Norfleet:
Besides, the AI is already allowed an unlimited-length spell queue that he can actually alter in combat. The human player doesn't get this at all.
<font size="2" face="sans-serif, arial, verdana">I have no idea what you are talking about here. A human player gets exactly the same spellcasting choices as the AI does by just selecting the "Cast Spells" order. And yes, it would be wuite unbalancing. Take a physically strong, magically power pretender, say a titan with AE Ermor. Give it 2 fire, 3 air, 3 water, 6 astral, 4 death, 4 nature. Give it a script of quickness, summon earthpower, invulnerability, breath of winter, fire shield, phoenix pyre, body ethereal, personal luck, astral weapon, astral shield, iron will, resist magic, personal regeneration, elemental fortitude, etc. That's only 7 rounds of buffing, and with cheap equipment you end up with a SC monster with MR around 34.


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