.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Patch Improvements (http://forum.shrapnelgames.com/showthread.php?t=30666)

Gandalf Parker October 11th, 2006 02:31 AM

Re: Demobilization
 
Quote:

Cainehill said:
Quote:

Gandalf Parker said:
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander...

You mean like calculating aging for every commander? http://forum.shrapnelgames.com/images/smilies/wink.gif

Actually yes. But that could be considered a fix for large maps and long games with full labs. Not to mention elites that are years away from their home province. So that fact that it impacts large maps is acceptable.

Teraswaerto October 11th, 2006 02:32 AM

Re: Points for Slumbering gods too high
 
You can use the pretender for taking indies no matter what the map size is, and an early advantage can grow with time. I think the points you get for not having your pretender ready on turn 1 is not too high.

JaydedOne October 11th, 2006 02:33 AM

Re: Points for Slumbering gods too high
 
Quote:

Cainehill said:

Not sure the 150 is wrong, but the added bonus for being imprisoned and not showing up for _three_ years (two years after the slumbering ones) should be at least as much as the bonus for slumbering.



Agreed. A simple suggestion might be that the bonuses should be inverted.

Kristoffer O October 11th, 2006 02:48 AM

Re: Points for Slumbering gods too high
 
For a while the imprisoned level was 300, not just 250, but we and the beta discovered that everyone went for imprisoned gods or (at times) awake ones. No dormant gods at all, so we decided to go for 250 points. Perhaps a lowering on the dormant is ok. Lets get back to this when there has been some more MP gaming.

BigJMoney October 11th, 2006 02:53 AM

Re: Points for Slumbering gods too high
 
Streamling the Dominions interface [cont...]

VI) The ability to see how much current castle defense your troops plus other abilities/spells are granting you.

VII) The ability to drag-scroll the map using the left mouse button. Especially needed in windowed mode.

=$=

Nerfix October 11th, 2006 03:03 AM

Re: Patch Improvements
 
NT, you didn't add the stuff from my thread?

Nerfix October 11th, 2006 03:07 AM

Re: Points for Slumbering gods too high
 
Quote:

biekert said:I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.

Did you take Death scale?

Daynarr October 11th, 2006 03:45 AM

Re: Points for Slumbering gods too high
 
Quote:

Kristoffer O said:
For a while the imprisoned level was 300, not just 250, but we and the beta discovered that everyone went for imprisoned gods or (at times) awake ones. No dormant gods at all, so we decided to go for 250 points. Perhaps a lowering on the dormant is ok. Lets get back to this when there has been some more MP gaming.

Actually, I'd keep costs as they are. Right now all choices are valid. If you reduce points from dormant, they will again not be chosen.

I think that best way to improve imprisoned is to reduce time they are imprisoned from 3 to 2 years.

DominionsFan October 11th, 2006 07:02 AM

Re: Patch Improvements
 
Quote:

Ballbarian said:
Battle replay "chugginess":
The fact that larger armies are common is fantastic. My problem is that while watching the replays there is a long freeze while the engine loops through an army's units looking for a suitable target for buffing spells. Similar stalls occur as large groups of units have their stats updated after having a spell like legions of steel cast upon them. I have plenty of graphic power, though my cpu is getting dated (1.3 ghz) and my ram could be better (512 mb).

All that said, I wondered if there was a programming equivalent to visual basic's "DoEvents" available for the next patch. If this was placed within any large loops it would allow the player to continue scrolling the view eliminating the sense of stalling.

1.3 Ghz CPU and 512mb RAM is just not enough. You should try to reduce the gfx settings, or buy a 3Ghz CPU and +1.5 GB RAM. Then you won't have any problems. http://forum.shrapnelgames.com/images/smilies/wink.gif

Nerfix October 11th, 2006 07:42 AM

Re: Patch Improvements
 
I have almost exact stats except double the memory. http://forum.shrapnelgames.com/image...ies/tongue.gif


All times are GMT -4. The time now is 04:15 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.