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Re: Wish-List for Dominions 4
Is that Ansi-C (straight C, no + or # on it) since its on linux? Ive done code modifications in it, altho I probably couldnt code anything from scratch in it.
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Re: Wish-List for Dominions 4
Straight C.
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Re: Wish-List for Dominions 4
I volonteer for slave work such as improving graphics 2D and 3D (if im told what to do). I also have a basic understanding of c++. If devs are interested in a slave who requires little or no pay, id be happy to help out to make dominions 4 a reality.
My wishlist: Construction of superbuildings once national heroes/mages have reached a specific skill-level ("West point", Arcane magical academy of earth, fire...or water). A market where magical items can be bought or sold. |
Re: Wish-List for Dominions 4
Im not sure that C++ will be an advantage here. It would be kindof like knowing how to drive an automatic when the project involves a stick-shift with a clutch. Ansi-C is just the code-window with no widgets.
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Re: Wish-List for Dominions 4
> I volonteer for slave work such as improving graphics 2D and 3D (if im told what to do).
Not add any buildings http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Wish-List for Dominions 4
If we were to use fans for programming or graphics we would have to turn into code-fuhrers. I'm not fond of being a tyrant.
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Re: Wish-List for Dominions 4
Perhaps modding is the best use of fan output. Bring on the mod commands!
Actually I would like to say that the modding commands for this game are already quite excellent. Always room for some more though... |
Re: Wish-List for Dominions 4
Officially is there a dominion 4 or not? or is dominion 4 = mods of dominion 3?
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Re: Wish-List for Dominions 4
There has been no announcement for Dominions 4, nor does it so far seem particularly likely as I understand it.
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Re: Wish-List for Dominions 4
Being a tyrant is a lot of fun! It only gets a bad name when the tyrant in question is incompetent or perverse-and by perverse I include the various forms of anti-socialism and other bad behavior.
Look at Gustav Adolf-a fine, upstanding example of a brilliant tyrant who did his job well, benefited his people in profound, long-lasting ways, and yet still managed to do exactly what he wanted, when he wanted, and how he wanted. I'm all for democracy, but in this case, that would require open-sourcing, and really, it's better for games to be led by strong but benevolent socialist monarchies, such as we have here in the forum. |
Re: Wish-List for Dominions 4
Wish: Additional scripting commands (2) - 1x turn Defend and rest of battle Defend. Defend - unit can not move or perform any actions beyond retaliation and retreat. If unit is attacked it will retaliate via melee and if routed will flee. While in "Defend" mode unit gains defensive benefits (depending on balance, opinions) Defense + (.5 x current Defense) - 10 def -> 15 while "defending" "Full focus on dodging enemy blows" MR + (.33 x current MR, rounded down) - 10 MR -> 13 MR while defending "Unit is unusually alert to any attempt to alter his thoughts" ---- Or possibly double shield bonus for that battle, shrug. ------------------------ Item "Blood sodden mail" BN, BD, or DN +15 hp, -50FR, (possibly 10% regen or recup) Either moderate AC (15ish), low enc, -1 (or 2) def or High AC (18ish), med enc, -3 (or 4) def The life energies of xxx sacrifices are captured in this suit of wooden armor. While cumbersome, the energies protect the wearer and impart a portion of their energies into keeping the wearer alive. I just think it would be cool if there were an item that would enable some of the units that "could" be good thugs but don't quite have the hp for it. A lot of times a 12 hp unit would be just fine as a thug with 27-30 hp. Could use pretty much any item slot, but when creating thugs I always seem to have a very small subset of armors I use. I guess the same could be said of boots/helms as well though. +15 hp or fear +0? +15 hp or flying? +15 hp or Gore? +15 hp or ..... |
Re: Wish-List for Dominions 4
I think nature magic should boost your HP instead of regeneration, since the regeneration bonus is bugged anyway.
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Re: Wish-List for Dominions 4
> I think nature magic should boost your HP instead of regeneration, since the regeneration bonus is bugged anyway.
Bugged? In what way? It adds +1/skill level to the basic regen value, so a crone of avalon with 8 HP that casts regen on herself should regen 1(10%of HP)+3(nature skill)=4 HP. A lamia queen with 2 nature and 20 HP should regen 10(50%regen)+2(nature skill)=12 HP. Is this not the case? Regen from bless is 5% at godskill 4. Edit: HP bonus has been considered in other occasions, but has been discarded. The reason is that HP adjusts slowly. A pretender doesn't get new HP when they enter a new dominion etc. Adding HP would be problematic if you trade items back and forth to increase HP, unless the curent mechanic was remade. THis is perhaps more true in the case of HP-adding items, which were considered before the release. We found some problems to it that were not easily solved. I can't remember the details, but JK had me convinced it was problematic. But apart from that I like the idea. |
Re: Wish-List for Dominions 4
Doesn't work, last time I checked-if it did, I'd use wyrms a lot more often.
Try building a wyrm with 10 nature and one with 0 nature, and see what happens to it's natural Regeneration-I'd love to be proven wrong on this, since I use Regeneration a lot. |
Re: Wish-List for Dominions 4
Underwater combat either on or near the surface of the water, with Aquatic units capable of deep-striking like Flying units can in overland combat. Amphibians would then fight near the surface of the water, as they should not be capable of deep diving. |
Re: Wish-List for Dominions 4
Oooh, another one...
Bashing weapons that have less Strength than their bladed cousins, but have a chance for Knockdown/Stun/Paralyze? Burrowing/Underground troops that can ignore intervening terrain and deepstrike like fying troops? Natch, they'd have a much slower strategic and tactical move. |
Re: Wish-List for Dominions 4
Allmost only tritons and mermen should be able to near the surface since they swim. The other amphibious/Aquatic units walk on the bottom of the ocean.
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Re: Wish-List for Dominions 4
I'd really like it if Jotunheim(of all ages perhaps?) could summon Rimtursar. Huge, size 6 giants with monstrous magic abilities. That'd be awesome.
Also, for Vanheim the ability to summon Aesir. I do so like the god-like beings from the beginnings of time. More high level summon spells that can evoke them. Thematic spells for every nation. Some nations don't always have even a single one, I think? |
Re: Wish-List for Dominions 4
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Y'see, only truly aquatic creatures have the capacity to operate at deeper depths than merely amphibious creatures. They are more mobile and can rely on other senses to compensate for the lack of light in such an environment. So instead of setting underwater combat on the floor, make it near the surface and allow aquatic units to dive up from the depths, the inverse of what flying units do now. This does bring up the question on where exactly buildings are if not on the floor, but then again, do they really have to? Hmmmm... |
Re: Wish-List for Dominions 4
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As for summoning the Rimtursar, I suggest you skip the next part of this post for the summary. I'm not too clear on this topic, but why would they be bigger than their descendants, the Niefel giants? Don't they die out between the early and middle ages instead of crossbreeding with lesser races like the other "special" races? This suggests, at least to me, that they CAN'T crossbreed with other races, and so only evolution could cause them to shrink in size. Seeing as the Niefel giants of the early era are considered old when they pass 1000 years suggests that they would normally breed between the ages of 300 and 900, the equivalent of 15 and 45 for humans. Tjatse the Abductor is around a thousand years old in the early ages (If you're lucky you get a few years before old age kicks in, if you're not he's already waiting for afflictions to pop in). He was up and about during the war with the Aesir, which means that unless he was frozen in a glacier for some time, that war was a pretty recent series of events. If the war was so close, then the current Niefel giants that are 350-750 years old are at most three generations away from the Rimtursar. It's unlikely that they would have lost much potential power, both physical and magical, over so short time. Even if he has recently been awakened from millenniums (millenia?) of slumber, then his own stats (One less natural protection, attack and defense, but otherwise equal to a normal Niefel Jarl's) should be enough evidence against larger, much stronger giants. Of course, he is a stronger magician than a jarl, so he's probably not as physically powerful as less magically inclined Rimtursar. In short, the awakened Rimtursar should in my opinion be size 5 like their descendants the "normal" Niefel giants, and only marginally more powerful (Averaging perhaps one or two paths higher than Niefel Jarls). Of course, awakening the Rimtursar through a summoning ritual alone would be silly, so such a spell would have to be restricted to only be castable during the Illwinter (Or have it's cost reduced during the IW). If it's possible that spells can rely on globals, a national spell for the other norse nations to bring dead Aesir back from the underworld (As in alive, not undead.) through either raw magical power or a deal with Hel (If I remember correctly, this happens with Balder/Baldur in Norse mythology.) to combat the threat of the Illwinter and have another go at the Ragnarok would be equally nice. Quote:
As a suggestion not based on anything I've seen anyone else post here: The amulet of the fish turns air into water around the wearer. Shouldn't this allow the wearer to cast the spell Summon Water Power anywhere? |
Re: Wish-List for Dominions 4
You can't really base anything in mythology on time, simply because time, in mythology, is the absolute most fluid thing imaginable.
So, to say that you've got more powerful creatures from an earlier age, evolution almost doesn't come into it. Generation is much more important, because a few generations back, you might be descended from the Pantokrator. Or the "generations" in question might be thousands upon thousands of years. Also, in mythology, evolution tends to go somewhat in reverse. The more powerful beings are earlier in time, closer to the Gods, while the recent generations tend to be less and less spectacular-weaker, slower, less intelligent and gifted. So, you could have Rimtursar being the original, glacial, ice baddies, with the current Niefel giants being midgets in comparison, and have it make sense, because in becoming more and more human/mortal: Ymir to Rimtursar to Niefel to Jotun and beyond, they're diluting their spark of the Original Divine. |
Re: Wish-List for Dominions 4
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Re: Wish-List for Dominions 4
The thing in mythology is indeed about generations, as was the cultural norm in the past decades. In the past, the elderly people were considered wise and respected, because they were more connected to the cultural ancestors of the people, while after the theory of evolution became widespread, the elderly are despised and considered worthless, while the youth is revered as having the potential to do anything, because it is thought that they are somehow more "advanced" than their ancestors.
As was said, the farther a line goes from the ancestor, the more diluted it becomes, having less and less of the blood of the great ones from before. Plus, in mythology it is almost always so that the earlier creatures were the most powerful, so it's more thematic. I think in the description of Tjätse the Abductor it is said he stole the apples of immortality from the Aesir and thus gained an unnaturally long life. You could deduce that he stole the apples after becoming old himself, thus stopping his aging, which in turn can be used to make a hypothesis that the Rimtursar and Aesir lived any number of years ago, from a hundred to tens of thousands. Also supporting the theory that Rimtursar were large is the Son of Nifel pretender, who himself is size 6 and has almost 100hp. It is said he is descended from the Rimtursar. Now, it could be argued that since he is called the Son of Nifel, he infact is descended from the Nifel Giants, not the Rimtursar, but why is he unnaturally large then? Or is Nifel perhaps the name of some ancient Rimtursar who is the grand ancestor of the whole Nifel giant race? Perhaps the Rimtursar were mostly ice themselves, with each generation of giants becoming less cold and more human. Sort of like how the Abysians are. |
Re: Wish-List for Dominions 4
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Re: Wish-List for Dominions 4
Niefelheim is (kinda/sorta) the name of the place where the Niefel giants live/originated. But, it's really more of an idea, since Niefelheim is the place of endless cold, in Norse mythology. "Son of Niefel" or Nifel, if you like, is suggesting that the Pretender is the spiritual descendant, or inhabitant once-removed, from that place. Like a "Son" of Britain, or an "American Son".
There's no real embodimental ruler of Niefelheim in Norse mythology, that I'm aware of, although Muspelheim, it's hot counterpart, was ruled by one of the largest and most dangerous giants, Surtr. Ymir would be the actual father of the Jotun race-which includes the Niefel giants, the latter-day Jotuns, the Muspel (fire) giants, the mountain giants, and even the sea giants (for there were such things), as well as being the father-through the line of Thrudgelmir-of the Troll race. Ymir may or may not have been the grandfather of the Aesir, that's debateable, but the Jotun race was certainly able to interbreed with the Aesir. Ymir was so big that his corpse was used to create the very stuff of the world, and from his corpse was spawned the Dwarf race, transformed from maggots, and the Human race, created from trees. So yeah, Ymir was biiiiig. Labling a Jotun as, say, a "mountain" or "sea" giant is dangerous though, because they varied greatly in power and nature, and while some would qualify as, say, an "ice giant", they were every bit as complex as humans, and even more so, being an ancient, magically powerful, and ultimately alien, unpredictable, mysterious and protean race. Some Jotuns were themselves as large as mountain-ranges, but they could also be human-sized, or atleast Aesir-sized, and they ranged from extremely hideous (tusks, multiple limbs-Thrudgelmir had 6 heads, etc.), to quite beautiful-the wives of the Aesir. They could also commonly change shape, into not only eagles, but otters and wolves. Maybe not all of them, but certainly a good portion of the population. This was exemplified to the greatest degree in Loki, who was half (muspel) giant, half Aesir, and could change his shape into anything, male or female, and even give birth. |
Re: Wish-List for Dominions 4
You're right DenStoreFrelser, it is Tjatse, my fault. Also, you might have a point about the Nifel giant origin. But it also says that the Rimtursar are their ancestors. Perhaps they turned into glaciers when they died. Also, the Son of Niefel could just be a giant between the Jotun and Niefel giants, that is, a lesser giant. He's just become powerful enough to become a god. Doesn't matter what his origins are, since many mages are pretenders while they're humans. Yet HoneyBadger offers a good explanation as well.
Regardless, I want to see the Rimtursar in the game. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Wish-List for Dominions 4
Here's another idea...
Can we get an in-game mp3 player? Something that allows us to select and change the sounds and music used. Not only does this help create more ambience (Your own theme music? Yes, please.), but also can provide an audio cue to the conditions in the game. For example, you can set music to change when your units start reaching a certain threshold Fatigue and/or Morale. Clicking on a province flag can tell you who it belongs to as well as how strong its Dominion is by the theme music played as well. Finally, audio is much more amenable for modding than graphics (even those used in Dom3). This allows players to create custom factions "on the cheap". |
Re: Wish-List for Dominions 4
Nation+age-specific music, anyone?
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Re: Wish-List for Dominions 4
Another one for the AI/Orders list:
Can we either get Commander order that either stay with/inside a specific squad, or have a squad order that allows them to form around the Commander? That way, you can simply have your commander move, and your squads assigned to him/her/it simply surround him/her/it and kill anything that gets in the way. It would work wonders for buffing units like Standard Bearers and Commanders w/Leadership I think a Hit and Away/Skirmish order has been mentioned... And for gods' sake, why not a "Kill the Mage" spell? After the first Super-Mega-Ultra-Uber-Incantation of Mass Castration(tm), your newly-minted eunuchs would immediately make a beeline for the unconscious dork who make their lives suddenly less enjoyable, no? The same applies for mages casting support spells. When you see all the hard work you put in rearranging the facial features on the enemy in front of you undone in a flash, you're going to find the person responsible and make him stop in a pointed manner. It's a well-understood rule in MMORPG PvP to kill the healers first. |
Re: Wish-List for Dominions 4
Oh yeah, I'd also like to see battlefield magic rituals.
What I mean is that instead of casting a spell and seeing the effects run themselves, have spells that the mage has to upkeep to keep the effect up. This allows a mage to trade off greater power (lower path requirements, fatigue efficiency) for less flexibility (can't cast another spell while keeping the current one up, and can't move). I've seen this in other games, and think it's a neat mechanics. But I don't know if it really adds to gameplay, or complicates it unnecessarily. |
Re: Wish-List for Dominions 4
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Re: Wish-List for Dominions 4
I would like an option on the menu screen to make all AI's allied.
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Re: Wish-List for Dominions 4
Speaking of meteorite guards and their heavy armor, it would be nice if there was a "Bulky" creature ability or class of armor that would grant normal movement in the air, but half movement under the water, and a "Finned" ability/class of armor, that did the opposite.
If you can breathe under water, it hardly matters if you're 10 feet from the surface, or 50 feet, except for questions of water pressure. Heavy metallic armors would actually be useful, since they would help you be more stable and less affected by currents, buoyancy, and momentum. It would also be useful to have creatures with the ability to "fly" under water-I've heard this did exist at one time, but no longer does. |
Capture and roleplay statistical anomalies...
Apologies if these have been previously discussed or dismissed… Some certainly may not be “DOMish” so they might be toggled.
DOM4 all on/offs Capture and roleplay statistical anomalies during battle e.g. a militia man inflicts massive damage and kills a Pretender just based on chance rolls. Capture the battle and promote the unit in some special way. Show a toe to toe replay of just that slugfest. Map changing spells (certainly high very level) Raise Land Sink Land Wall Province Change Province type Etc. Lairs Like sites but guarded specifically inside a province. Often contain magic items. Assassin banding Allow assassins to coordinate a simultaneous attack on a commander and/or allow a “henchman” Quests Tailorable magic items based on gem cost |
Re: Capture and roleplay statistical anomalies...
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Dealing the killing blow against certain types of units should be better rewarded. Actually, the experience you get from killing anything could be changed to depend on size of the killed creature: 2 points for humans, 3 for cavalry, 4 for Jotuns, etc. Killing prophets could net you a little bonus, and killing a pretender could give a little more, perhaps something like 25 points of experience. It shouldn't be too much, because otherwise your ally will keep on sending his immortal pretender to be killed by your champion. Lairs and quests: these could both be done if sites could be made to disappear. There are already at least two sites into which you may enter to try and discover treasure; you'll probably face traps and fight horrors or undead, depending on if you enter The Forgotten City or the City of the Damned, but if you survive you come back with gold, gems or magic items. If these could disappear after a set amount of turns, or after the quest was completed, it'd be close enough. Some "quests" would be solved by magic (a nature site with "mage may enter for adventure", higher magic = better chance of success), by fighting capability, etc etc. Dominions-type maps are static and can't change, because the map graphics can't change. Two of Illwinter's games could do this. Conquest of Elysium II was tile-based; the tiles based with seasons, you could burn down forests or craft golems out of mines or lakes, destroying them in the process. Dominions: PPP, the first one, had maps where provinces were pixel porridge. Every pixel marked a terrain of spesific type. Growth dominion changed the pixels into green (forest), heat into yellow (waste), etc. I don't think there were any spells that would change provinces' terrain, but it would have been possible. If the Dominions engine is too clumsy to be adapted, the next Illwinter game might allow for something like this. Tailorable magic items are very easily unbalanced. At the moment, it's impossible to get all the good abilities on a supercombatant. Three immunities, luck and a two-handed weapon is only possible via spesific items: Amulet of Luck is the only non-hand-slot item for Luck, Rime Hauberk gives cold immunity, Ring of Tamed Lighting for shock immunity, Brimztone Boots for fire immunity. If you could just slap luck into Rainbow Armor and shock immunity into Wraith Sword, it would be worth it even if the price doubled, because now you could also give the combatant amulet of anti-magic and regeneration, or change brimstone boots to flying boots and a ring, or something similar. Custom items would be too good. |
Re: Capture and roleplay statistical anomalies...
E,
Thank you for the thoughtful responses. I didn't think of the Immortal ally trick. Bet that would be a challenging scenario to reconcile for a roleplaying purist. I understand the nuance of SC being very strong but not in an unbalanced way. Though I am very new I really like the way many "I Win" spells and conditions can be countered by former foes teaming up, sharing gems, etc. Very realistic and beautiful for roleplaying. On item tailoring...I enjoyed that in the old Masters of Magic but that certainly could spoil the soup here. You reminded me of perhaps the most important new feature which I forgot to mention (I'm sure a variant is in the long thread). A "Seamless Ally" feature where Dominion penalties don't apply to allies and unstealthy troops can move unhindered through ally lands. Then I could probably talk to wife into playing Dom4 as an ally and get lots of "Spousal Points" for later redemption. That's win-win. Thanks again, -SSJ edit : fixed MoM sentence |
Reduce Micromanagement!
Not sure if this has been mentioned, but something needs to be done about the number of idle commanders that is accumulated by mid to late game. Pressing 'n' to cycle through them is incredibly confusing and tedious.
Being able to queue up multi-stage movements for them would help, as would a special command like "idle" which would allow you to bypass them with 'n' and maybe select them with a special "find idle commanders" command, maybe by pressing 'i'. A global recruit menu with distinctions for castles and "favorite" provinces (e.g. the ones that produce sages) would be great too. |
Re: Reduce Micromanagement!
Back / Forward buttons on the game creation screens would be nice too when setting up SP games.
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Re: Reduce Micromanagement!
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Quick Bump
Just a show of support to Kristoffer and Johan that we still really, really want Dominions 4!
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Re: Quick Bump
Damn right we do!
Best £25/$50 I've ever spent. |
More Things I'd like to see
When you find a magic site,
Goto site - not commander. |
Re: More Things I'd like to see
That has been the fond hope of many for a long time, myself included.
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Re: More Things I'd like to see
I have modded all my maps to include the province number, so my messages look like, "Bob has found a magic site in Goat's Fodder (201)." Then I just go to the map and type #201 to jump to the site. Saves time and aggravation. I posted the script for modifying provinces on these forums a while back, and someone else improved it and re-posted.
-Max |
New command I'd like to see
>: cycle through forts that don't have production orders.
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Re: New command I'd like to see
lol, here comes the old one: forge monthly :D
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Re: Wish-List for Dominions 4
Some of these have been mentioned before, but I'll mention them quickly again (perhaps the number of people requesting a certain addition/change gives that item more weight).
1. Unit formations - at the moment they're all squares. I'd like to make a line of archers or a wedge of cavalry without the need for 20 different commanders and half an hour to individually assign each troop their orders :) 2. Amazons! Amazons! Amazons! I like the ones that we get from individual provinces, and would like to see them made into a full fledged nation. Early age, I'm guessing. Or perhaps Middle Age, when Sauromatia is no longer around, the Amazons could make a comeback. 3. Custom Pretenders - choose the graphics, choose the abilities and stats based on a point system, write a description all your own. 4. The ability to view battles from lands where my spies are hidden. 5. The ability to choose your own starting location when in single player. 6. The ability to back off from attempting to assassinate a target. Many times my assassins have been killed because they picked the wrong target. Perhaps a better way to do it would be to have a list of potential targets in the region and let the player pick which one the assassin will go after. Perhaps for balance, no more than one assassin can attack any one character per turn? Another balancing option would be to have a random chance that the assassin just doesn't get an adequate opportunity to attempt an assassination and therefore no battle that turn. 7. I know someone will horror mark me for this one :angel , but what about the ability to command units on the tactical level in a turn based mode, thus eliminating the need for orders and such? Maybe it could just be an option for those of us who enjoy micromanaging battles? 8. More spells and more research to do. Love the tech tree! 9. The ability to see and approve the random name generated for your Pretender before the game starts. This would avoid players getting unwanted names for their gods. |
Re: Wish-List for Dominions 4
#2 been done I believe. Its a playable mod
#3 already available both as mod and as map commands #5 available as map commands #7 I think the devs feel this just doesnt fit the "I am a god" thing #8 being done in mods |
Re: Wish-List for Dominions 4
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Re #9, you might want to check out Gandalf's recent tip on generating LOTS of names for your gods. If you create the pretender beforehand in the "Create a Pretender" screen (from Options, before starting a game), you will already know what his random names are. -Max |
Re: Wish-List for Dominions 4
Okay, so I screwed the pooch on a few of those :D
The tactical level change (#7), though, is one that I think might work well because it would make the Pretender even more godlike - I'd think controlling the individual movements of my minions on the battlefield would be more of a power trip. Oh well, to each his own. I love Dominions either way :) |
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