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-   -   Wish-List for Dominions 4 (http://forum.shrapnelgames.com/showthread.php?t=34245)

MaxWilson December 30th, 2008 09:17 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Grottnikk (Post 662888)
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 :)

Maybe once you Ascend and are no longer just a pretender to the thone, you get to have perfect control of all units. :) If you are interested in playing out tactically-rich scenarios using Dom3's rules and units, you might check out Omniziron's project "The Fourth Age" which he started recently. It's a roguelike inspired by Dom3, and KO said he doesn't mind if Omniziron invents a future history for the Dom3 nations as long as he doesn't mess up past history. So if you want to make up a 18th century Abysia you might consider contributing to that.

Personally, though, I liked and enjoyed Master of Magic and I liked tactical battles in that game, but it wouldn't seem right IMHO to have tactical-level control in a game where Morale is an important consideration. Imperfect control is part of the game.

AstralWanderer December 31st, 2008 07:46 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by MaxWilson (Post 662891)
IMHO to have tactical-level control in a game where Morale is an important consideration. Imperfect control is part of the game.

Imperfect control could certainly be implemented with a tactical system (and is currently present in part with the rout rules). I would certainly like the option of being able to play out individual battles tactically (perhaps with limitations like "Pretender/Prophet must be present" or "Battlefield must have Dominion level X") since the scripting system seems inadequate in dealing with all the possible options and it requires players to understand how the AI works in order to best position their units.

However I think the big killer feature for Dominions 4 would be a release date! :)

Dectilon January 1st, 2009 11:57 AM

Re: Wish-List for Dominions 4
 
The game needs 3 things as I see it, to break into the mainstream:

- Better visuals obviously. There's a pain barrier there for a lot of people, sadly.

- A better interface. There are still a lot of details that make the game hard to play and somewhat confusing. They're too many to bring up in a short summary.

- Tighter control of units. I'm not talking about micromanagment, but things like target priority, the ability to force spellcasting (i.e have a caster cast a very powerful spell even if the AI deems in unnecessary) etc. Having your mage cast a strenght boost on your priests instead of your knights and not really knowing why is sure to put people off.

Loren January 2nd, 2009 03:37 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Dectilon (Post 663130)
The game needs 3 things as I see it, to break into the mainstream:

- Better visuals obviously. There's a pain barrier there for a lot of people, sadly.

- A better interface. There are still a lot of details that make the game hard to play and somewhat confusing. They're too many to bring up in a short summary.

- Tighter control of units. I'm not talking about micromanagment, but things like target priority, the ability to force spellcasting (i.e have a caster cast a very powerful spell even if the AI deems in unnecessary) etc. Having your mage cast a strenght boost on your priests instead of your knights and not really knowing why is sure to put people off.

Also, separate battle orders.

Battle plans for: Battle, skirmish & assassination. The skirmish plan would take effect in any situation the game currently thinks is too weak for gems. If you want the big guns to be used in an apparently wimpy battle you script them for skirmish.

I would also like to see options like "cast offensive" or "cast defensive"--telling the guy how to behave for the rest of the battle.

rdonj January 2nd, 2009 03:47 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Loren (Post 663454)
Also, separate battle orders.

Battle plans for: Battle, skirmish & assassination. The skirmish plan would take effect in any situation the game currently thinks is too weak for gems. If you want the big guns to be used in an apparently wimpy battle you script them for skirmish.

I would also like to see options like "cast offensive" or "cast defensive"--telling the guy how to behave for the rest of the battle.

I like these.

Bananadine January 6th, 2009 10:40 PM

Re: Wish-List for Dominions 4
 
This isn't about Dominions 4 so much as it's about Dominions 3, is it? Well here's what I want to see patched in: different fortress icons on the main map! Just a simple little change, purely cosmetic, requiring only a few dozen new icons, perhaps even easily derived from the existing fortress close-up images (the ones you see when you're looking up a fortress' Administration etc.). A great city, a kelp fortress, and a wizard's tower should not look exactly the same. This change would improve the interface and the role-playing experience both!

Another, less likely change I want: more wraparound map support! The map generation is quite cool as it is, but... it always generates corners (as far as I know), and corners are LAME. If the world is really supposed to be flat, then let it be round at least, and surrounded by some kind of stylized void (possibly starry), not by water. (Okay maybe that one is for Dominions 4.) But more importantly, let it be round! I mean, without extensive manual labor on the user's part.

My greatest and least likely to be satisfied desire (for Dominions 5, to be released in 2014 for your Xbox 1080): Full integration of the multiplayer game threads, the game client, and LlamaServer (or its functional equivalent), so that I don't have to have five browser tabs open all the time to play in two multiplayer games, and so that I don't have to keep track of the ever-changing mappings between forum names and nations, and so that I can send somebody a message and get the answer within a single turn without having to worry about whether or not they ever bothered to hook up their forum account to their e-mail address. (N.B.: All of this hassle is still a pretty good price for such an awesome game as Dominions 3.)

lch January 7th, 2009 06:11 AM

Re: Wish-List for Dominions 4
 
You didn't play Dom1, did you? The worlds were round and flat there.

Sombre January 7th, 2009 08:23 AM

Re: Wish-List for Dominions 4
 
I believe I updated a round dom1 map for dom3. I think it was called Circlani, if you want to look it up.

Gandalf Parker January 7th, 2009 01:12 PM

Re: Wish-List for Dominions 4
 
There is also Harbringers map generator which does wraparround maps very nicely.
http://www.dom3minions.com/RandomMap...ll_Wrapped.htm

Im working at restoring my daily-generated map library to include some created with his program. First I want to play abit with his new sprite option. His latest map examples are quite promising.
http://paradoxharbinger.wikidot.com/screenshots

Wellsee January 7th, 2009 08:56 PM

Re: Wish-List for Dominions 4
 
I just read the first couple of pages and the last, and am merely a newbie player, but I'll still chime in.

I wish there was some sort of 'clear shot' order for archers. It is frustrating seeing them shred my own troops trying to hit a straggler or two. It isn't advanced intelligence (of human or computer types) to recognize disastrous shots.

I also get frustrated when gemmed mages use them in overpowered battles, like when a handful of militia are thrown at my main army. So the suggestions for things like battle vs skirmish vs assassination orders ring true.

And finally, as a now and probably forever *single* player type, I want to either be able to configure keys or move the the damned 'e'nd turn key away from 'r'ecruit key! I'm never closer to punching my keyboard than when I make that mistake. :doh:

Bananadine January 7th, 2009 10:26 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Wellsee (Post 664897)
And finally, as a now and probably forever *single* player type, I want to either be able to configure keys or move the the damned 'e'nd turn key away from 'r'ecruit key! I'm never closer to punching my keyboard than when I make that mistake. :doh:

You might try this EZ workaround: http://www.typematrix.com/ezr2030/dvorak.html

Okay I'm joking, mostly. But it really is a fantastic keyboard. :)

Wellsee January 8th, 2009 12:04 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Bananadine (Post 664916)
You might try this EZ workaround: http://www.typematrix.com/ezr2030/dvorak.html

Okay I'm joking, mostly. But it really is a fantastic keyboard. :)

haha! Thanks for the outside-the-box idea. I'm not sure which would be more painful, though: Learning to type dvorak style (and switching back and forth with qwerty since I work on multiple stations in different states) or the upside-down-tack-on-the-e-key solution I've been toying with. ;)

Gandalf Parker January 8th, 2009 01:09 PM

Re: Wish-List for Dominions 4
 
Are you windows? This is pretty easy in linux. Not sure in Mac. I thought there was a keymap program in windows. On my WinXP I use AHK.

There are macro programs which can be used to define your own actions to a hotkey. Some will let you override a keypress's default action. Ive gotten AutoHotKey to override the "e" in Dominions. It basically says "when e is pressed send E". It keeps me from using it to do things like name my pretender or rename units to anything with an "e" in it. Im sure there is a way in AutoHotKey to tell it "when e is pressed then just send e" but I havent bothered to find out. Its just as easy to turn the macro on and off.

Its also great for late-game micromanagement, or for setting automatic go-to for build queues, or for automating build queues.

sourdust March 1st, 2010 08:58 PM

Re: Wish-List for Dominions 4
 
1) Custom forging. Allow players to improve ordinary or magical equipment by selecting from a broad range of existing traits. For example, I could add "luck" to an item - but it would be more expensive than forging a luck pendent. Maybe S3, instead of the S1 that a pendent requires. Also perhaps a chance of failure.

2) Prevent tiny suicide armies from being able to pin down much larger armies. I've been frustrated by AI attacking me with 11 suicidal militia, but in doing so holding up a 200-unit army for an entire turn. I think that if an army takes less than 5% casualties, it should be allowed to continue with a plotted move rather than held up for the turn.

3) Better controls for battle replays - give us rewind and fast forward buttons. I frequently find myself wanting to go back a few frames for a closer look at something, but having to replay the whole battle to do that.

4) Related point - have an event-by-event log for battles that one has the option to view. ie, click on "battle log" and you get a blow-by-blow text description of everything that happened.

5) Better info on dominion changes. I would love to be able to see via map shading where dominion has changed over the previous turn, and/or last 5 turns. ie, "red" provinces are where I lost dominion, "green" are where I gained, with darkness indicating the degree of change.

6) spells that affect the dominion contest. for example, an air spell that spread the voice of your god, increasing the effectiveness of your temple checks by 20% for that turn. Or a death spell that reduces enemy dominion in a province you own by 3 steps, at the cost of unrest and population loss. You get the idea...

7) Better audio cues for what's happening in a battle. I'd love a different sound for attacks that miss completely, attacks that are blocked by shield, attacks that hit but cause no damage due to protection, and attacks that hit and cause damage.

8) Ability to see # kills for any unit, not just those in the Hall of Fame.

9) Better spell control and AI - some of the options canvassed in this thread are good. I want my Black Dryads to cast Banish on enemy undead, not summon pitiful skeletons!

10) More statistics - per turn and lifetime kills, points of damage inflicted, casualties taken, kill ratio, gems collected and spent, etc etc. I love seeing this info!

11) At end of game, ability to review the game in various ways - ie, replay key battles, view a map-based movie of the expansion and contraction of dominion and ownership of various nations, etc. I used to love this feature of "Warlords II", that old SSG classic!

12) Ability to revert to earlier versions of a saved game, rather than always playing "hardcore" mode. Of course, "hardcore" is the only real option for MP, but I play single player mostly, and would like the ability to reload if I've misclicked or forgotten something really important.

13) Even more nations! I love how most existing nations are inspired by actual human mythology. Some cultures with very rich traditions that don't yet have a Dom3 nation include: Indigenous australian, melanesian, polynesian, inuit, North American indian.

14) Much more diversity in random events and magic sites. The existing usual random events (unrest, gems, etc) get quite boring after a while.

15) A really s***-hot online support site, incorporating an officially supported wiki but also with downloads, maps, mods, etc... A forum is generally not the best way to present all of this information!

Gandalf Parker March 1st, 2010 09:21 PM

Re: Wish-List for Dominions 4
 
Nice stuff, well thought out. Some points though...

3. in BATTLE VIEW
q -- quit out of battle view
Space -- pause
w -- toggle map grid
f -- fast-forward the battle movie
n -- advance battle movie to next round
Sorry, no rewind that I know of.

4. COMBAT LOG the command line switch -d or -dd for more will create a debug log with that information and much more.

12. REVIEW TURNS As a pbem game it creates an entire turn file ech time you host. Saving that will save that turn which can be reviewed later. there are some player done utilities that can copy the game directory to a backup.

13. MORE NATIONS The game has extensive modding ability. In the mods directory you will find many player created nations. Some fill the ones you requested and are very well done. You can play with as many as 95 nations in one game.

14. EVENTS/MAGICSITES For diversity in magic sites there is a "Magic Site Mod" which adds many interesting ones. There is also Epic Heroes and Worthy Heroes which adds more heros to pop up. And Mytheology mod adds many interested pretenders. The program SemiRand can add many surprises to a map. One of the servers www.Dom3Minions.com has some variant games which can be quite a change and some of the versions can be played solo.

15. ONLINE SUPPORT We have a really great official wiki but its down at the moment. Im not sure if anyone has told Shrapnel. If you visit one of the main MP servers www.llamaserver.net there is a mod/map browser which is fairly complete

Gandalf Parker

Olive March 2nd, 2010 05:36 AM

Re: Wish-List for Dominions 4
 
Is a Dominions 4 really in development or scheduled ? Or those are just player's wishes ? :)

Okay, here are mines :

- Better AI for SP. Maybe using something like Open AI ?

- Real 3D. Maybe using an open source 3D engine ?

Sombre March 2nd, 2010 10:00 AM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Olive (Post 733878)
Is a Dominions 4 really in development or scheduled ?

No.

John_Madlock March 2nd, 2010 10:01 AM

Re: Wish-List for Dominions 4
 
Province Defense based on independent units.
Taxes depend on the presence of the garrison.
Uprising for independence!
Commanders production queue and no "one per turn" limit anymore
Army setup for the whole army on one screen.

nordlys March 3rd, 2010 06:38 PM

Re: Wish-List for Dominions 4
 
Well, if we can dream...

AI diplomacy. Being able to trade, NAP, ally with AI and then AIs doing that too between themselves. Supported by game functions (i.e. allied armies able to pass one's territory without combat, and fighting together if engaged by third party). Some nations would be naturally more friendly or hostile to one another, gifts could be used to improve their disposition, and then some nations could be "disgusting" (cue MOO2) and nobody would ever want to have anything with them (yes, LA Ermor, I am speaking to you :D )

With that comes a proper trading interface. Should also include units and lands alongside gems and items. Maybe even the knowledge of spell schools.

A global army list detailed either on nation overview screen or in a separate screen.

An army mode and a nation overview NOT slowing down the computer to a crawl when more than a couple of screens long would be helpful, too.

Rewind and text log for battle replays are welcome too. Like it's done in many soccer management games, there is a visual display of a match accompanied with a running commentary on who does what. Could be used to quickly jump to a point in a replay you actually need to see (i.e. when your uberSC was battered to death by a monkey PD) without having to skip 30 turns of nothing going on.

Some more creature tags to make a variety of things more exclusive would be nice too. Like, "needs not breathe" (and so, when lacking an UW capability, can't get one from UW-breathing items). Or immune to shapeshifting effect from lycanthropos amulet and pebble skin suit (couldn't possibly work on undead, could it?)

Some exclusive ways to remove the curses (how good a god are you if you can't remove a curse from your follower?). Maybe some national unit-exclusive ability like Arco's healers, an artifact to hold (again, like the chalice), a high-level holy ritual to cast on a single unit, a rare site to enter or some kind of a simulated quest to undertake (as a random event or as a kind of "claws of kocytos", with a commander disappearing on a quest and then either perishing or eventually returning redeemed).

John_Madlock March 4th, 2010 02:27 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by nordlys (Post 734027)
(how good a god are you if you can't remove a curse from your follower?).

And prophet or priest may cast Smite, bless etc. but God can't. This is unrealistic too.

Belac March 4th, 2010 04:03 PM

Re: Wish-List for Dominions 4
 
I'd like to see an Alchemical Rendering action. Take a magic item and destroy it, recovering some fraction of the gems it took to create it (50%? With an item that improves the percentage to 75%? And an Artifact that does this when it kills a magic-item-using enemy?)

nordlys March 6th, 2010 12:06 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by John_Madlock (Post 734096)
And prophet or priest may cast Smite, bless etc. but God can't. This is unrealistic too.

A priest uses his own faith to channel a god's power to perform miracles. A god himself lacks that kind of faith, being aware of a bigger picture.

Even a wish cannot be used to remove curses, I think. And a wish is something that should be able to undo absolutely anything, from afflictions to horror marks.

Gandalf Parker March 6th, 2010 12:13 PM

Re: Wish-List for Dominions 4
 
Also keep in mind that altho we often refer to it incorrectly, it is NOT a god. Its a "pretender". A powerful individual but a wannabe god who will ascend IF he can get enough people to follow him. So priests gain faith by belief but the pretender has to wait for that kindof power.

Bananadine March 6th, 2010 12:25 PM

Re: Wish-List for Dominions 4
 
Yeah, I always figure that there'd be a period of consolidation after a god defeats the other would-be gods, and maybe then horror marks and such would be dealt with--or maybe not. Possibilities are open, because that period isn't represented by the game.

Gregstrom March 6th, 2010 04:35 PM

Re: Wish-List for Dominions 4
 
Also, why should curses/horror marks be reversible? IIRC, in Greek mythology once the Furies had marked you for a fall even Zeus had no say in the matter.

In flavour terms, it has always seemed to me that Horrors are from somewhere outside the Pantokrator's sphere of influence. If that is his case, why should any mere mages or pretenders be able to have any say over what they do (beyond bribing them to put their attentions in a certain direction, that is)?

nordlys March 7th, 2010 05:44 PM

Re: Wish-List for Dominions 4
 
Correct, but if we can "wish" even for doom horrors themselves and they can't do anything but pop up (whether for good or for ill, that's another story), a plain beacon for horrors should be trivial to deal with by means of "wishing". I am not asking for any lesser means, but a "wish" is thematically ought to be an ultimate healing resource, able to deal with curses, afflictions, marks, insanity, old age, whatever.

Point about Furies taken, but we're speaking of curses given away left and right by lousy S1 shamans, not by The Kindly Ones :) Somebody's got to eventually have found a way to deal with something as common a nuisance, and unlike horrors, it doesn't even come from the great lovecraftian beyond where basic rules of the Creation cease to function.

BigDaddy March 7th, 2010 05:47 PM

Re: Wish-List for Dominions 4
 
I think you should be able to wish for traits, such as trample, immortal, fire resistance, etc...

Burnsaber March 7th, 2010 06:04 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by nordlys (Post 734497)
I am not asking for any lesser means, but a "wish" is thematically ought to be an ultimate healing resource, able to deal with curses, afflictions, marks, insanity, old age, whatever.

Quote:

Originally Posted by BigDaddy (Post 734498)
I think you should be able to wish for traits, such as trample, immortal, fire resistance, etc...

Or you know, you could just wish for a Chayot, Seraph or one of those big Lanka demons (Rudra, Rudara?) and get a new fresh SC, that's likely better than the old one.

Wish is so expensive that you will go for the strongest option, adding a buch of commands that are sub-optimal would be kind of moot.

thejeff March 7th, 2010 06:35 PM

Re: Wish-List for Dominions 4
 
Well if wish cleared horror marks, it might well be worth it for a pretender, who's in danger of dropping into the Horror mark Death Spiral.

Especially if he's your only Wish caster, without empowering one of those Wished up SCs. And even that might not give you the path combinations you'd designed the pretender for.

nordlys March 7th, 2010 07:39 PM

Re: Wish-List for Dominions 4
 
Wishing for "death" or for one of doom horrors is not particularly optimal either, but these options are present.

Besides, SP is not about minmaxing cost-effectiveness, it's about exploring and experimenting.

BigDaddy March 7th, 2010 08:47 PM

Re: Wish-List for Dominions 4
 
If you're feeling adventuress then just wishing for power might not be enough, you'll need imortality too... plus you can't get much more thematic than wishing for immortality.

Corporal Kindel March 17th, 2010 01:16 PM

Re: Wish-List for Dominions 4
 
I think there needs to be a 9th magical path: "Life"

We got a "death" magic path that includes demons, a "blood" path that includes un-dead, now we need a "life" path that includes angels & archangels, who would be summoned from the conjuration school. "Life" would be a strong healing type magic path with little/no offence (since we have plenty of that already) and include upper level spells for removing curses & horror-marks, spells for healing specific type inflictions (and poison damage), and spells to remove curses from artifacts would be great too. There would be a need for a new type of magic gem, say something like "water of life" that could be made by "life" priests in a similar mechanic to how blood magic/priests works [minus the sacrificing :) ].

It would be a kool mechanic if archangels had an "aura of healing" power that could increase health (remove damage) from units in battle withing a certain radius, similar to how the "cold" and "heat" specialized units do heat damage in a radius, since there's a precedent for this it shouldn't be too difficult to script. Maybe angels can do this too but within a smaller radius.

Personally, I'd like to see levels increase also. Spells that are more powerful, say up to 15th level with corresponding more powerful (and more expensive) artifacts/armor would be great. A piece of armor that costs 100 gems to make but was incredibly strong would increase options for players (bangs per buck most wouldn't buy it, but it would be great to have the option nonetheless).

I think there's a huge room for more & varied magical weapons as well as more unique items. A fourth version of the game should included at minimum a thousand more items/armor/swords/artifacts. Odd combinations such as fire/water, water/blood, and nature/death/blood could provide a lot of additional variety that is possible for this game.

Having a larger "mod" space would be great for really big mods too, or more than 4 at once, say 8 or 10.

At the new 15th level, have spells available such as "summon/resurrect god", which would be a unique highly powerful unit for each nationality. It would be great if some of the god's abilities (or even the whole enchilada) could be defined by the player before game, in a manner similar to pretender design. Or even, a "resurrect the Pantokrator" (whatever the hell that is) would be huge. This would also be a unique unit that could only be summoned once in the game by any nation that met the spell reqs.

Of course, most games would not last this long, perhaps only on large maps. But, this would be great for players who like large maps and long games and not the 1,2,3 and it's over small game. It could also turn the tide if the game happened to be evenly matched this far into the game.

I'd love to be able to mod these things into the game but it can't be done without a game re-design (at least the additional levels & ninth magic path).

Luckmann March 17th, 2010 11:30 PM

Re: Wish-List for Dominions 4
 
UI and control additions and streamlining.

This is seriously everything I want.

nordlys March 20th, 2010 09:16 PM

Re: Wish-List for Dominions 4
 
A thought occured to me: the current point-distribution scheme for research is too generic and unthematic. I'd make it so an invididual researcher can only focus at one school at a time, kind of like Hearts of Iron 2 with its researcher teams being assigned to specific projects. The current interface could remain as a shortcut to mass-switch multiple researchers from one project to the next, but finetuning it on point-by-point basis would go. At very least, spreading a researcher across several projects would severely penalize his output. In addition, an aptitude to a specific school could develop over time, a newly assigned student would work less effectively, but with time spent on uninterrupted research of a single school his output would increase to nominal and more.

And then of course the classic 4x random events like "your researchers found a nether scroll, your alteration research was boosted" or "a drunk janitor set fire to your research records, 200 points of evocation research lost".

Come to think of it, the stealth units could have a bunch of diversionary actions like "sabotage research", "set fire to a temple" etc too...

thejeff March 20th, 2010 10:58 PM

Re: Wish-List for Dominions 4
 
A micromanagement nightmare.

Though events that boost research in a specific school would be cool. And general loss of research. Loss in a specific school would just be one more reason to not spread research out over multiple schools at ones. Or could you lose spells you'd already learned?

Peter Ebbesen April 22nd, 2010 05:23 AM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Burnsaber (Post 734500)
Wish is so expensive that you will go for the strongest option, adding a buch of commands that are sub-optimal would be kind of moot.

No.

There are already many suboptimal wishes possible, some suboptimal in most situtations but not all, some just really poor things to wish for. You might have a point regarding the latter (though they could be fun to use in SP even if they got no MP use) but most certainly not the former.

Examples of wishes that may occasionally be worth it but aren't in the game:
  • Immortality - adding the recuperation effect and being able to die in own dominion is the big one and utterly thematic to boot. The wish caster that is created solely as a wish machine might not want to cast this, ever, preferring to summon in an SC instead - the wish caster/battlefield mage/SC might, depending on circumstances.
  • Getting rid of horror marks - not worth the hefty price in the majority of cases but there are situations where it might be worth it.
  • Elemental immunity - gain 100 resistance to fire, water, cold, poison. Yes, this would probably be used almost solely in SP; so what? :)
  • Ritual Spell - attempts to duplicate the designated ritual spell as if the caster had his astral path strength in the relevant path but with no extra gems. (Yes, this is not worth it if you actually have the research and a mage with the proper path to cast the spell you wish to duplicate, if it goes through it creates a fairly weak global with minimal overcasting from paths only, and it also creates balancing issues with globals more costly than wish - but it is very thematic)

Burnsaber April 22nd, 2010 06:15 AM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Peter Ebbesen (Post 741694)
There are already many suboptimal wishes possible, some suboptimal in most situtations but not all, some just really poor things to wish for. You might have a point regarding the latter (though they could be fun to use in SP even if they got no MP use) but most certainly not the former.

The thing is that these "new wishes" do not come as a gift from Santa or something. A coder will have to dive in to the ancient code that "wish" uses (it has been around since Dom:PPP, mind you) and add that new option. And coding time from Illwinter on Dom3 is a rare occurance nowdays, a very rare resource if you allow the simplification.

I just think that if JK really finds the time or intrest to do some coding on dom3*, it would *really* be wasted on adding some excessive wish option that almost no one would use. There are much much more crucial things that could be fixed. Just check the bug list for some of them.

Sure, if some "coding fairy" comes along and just happens to fart all the code needed to make a bug free "immortality" wish, yeah, we could add that. But I wouldn't waste precious dom3 "code time" on the matter.

It's sort of moot to discuss this though, we both know that there will likely be no big update pathces ahead, just tweaks and fixes.

korenje May 1st, 2010 12:21 PM

Re: Wish-List for Dominions 4
 
ok I have a serious wish.

The problem is with magic (dom3). Why can some über strong mage (fire 20 for example) cast some spells at the same level as some very weak mage. There should be a slider where you change strength of some spell and slider for quantity. So basically when you want to cast weak spell, the mage should cast more spells per turn until he runs out of action points.

All magic should be linked to mage strength - for example summoning. Strong mage should summon stronger monster or more monsters or have ability to summon more different stuff. (perhaps add some action points while in map mode).

Also in dominions 3 everything leans towards death at the end of the game. Assuming the game is played for infinite time, you should have ability to change capital, move population there etc. Perhaps something more strategic.

Also if some death nation can easily create some of their death monsters, there should also be a harder way for other nations to create the same monster by not using death magic. (perhaps magic levels should be limited for other nations).

Dom3: The capital should be holy grail for every race? in single player mode shouldn't opponents attack my capital with strong spells to halve population or something? At 6 opponents at impossible level that never happens. Should be fixed in dom4.

Rookierookie May 1st, 2010 02:37 PM

Re: Wish-List for Dominions 4
 
A lot of spells do scale with magic level.

Tonno May 2nd, 2010 05:13 AM

Re: Wish-List for Dominions 4
 
Omg guys u are killing me,I have read this 2 days and still I did not red it all...

I have seen a bunch of great ideas...
I would change only few things...
1)Change the battle graphics in 3d mode,some thing like the total war stuff (not to put the unite control mode,just do the graphics)
2)need to make all nations good in something,and bad in something as well
3)put some new spells and items...

I could write some few things,but I would be happy with this:D
I know that there is a lot of stuff to do,and that is not easy but, I really want to see dom4...

Swan May 2nd, 2010 06:59 AM

Quote:

Originally Posted by korenje (Post 743104)
The problem is with magic (dom3). Why can some über strong mage (fire 20 for example) cast some spells at the same level as some very weak mage. There should be a slider where you change strength of some spell and slider for quantity. So basically when you want to cast weak spell, the mage should cast more spells per turn until he runs out of action points.

some spell already gain bonus when a higher level mage cast them, plus the fatigue is reduced FAT*(1/1+extra levels) which means more spells; but i like the quality vs quantity idea
What fire 20 means?
Quote:

Dom3: The capital should be holy grail for every race? in single player mode shouldn't opponents attack my capital with strong spells to halve population or something? At 6 opponents at impossible level that never happens. Should be fixed in dom4.
The problem is that your opponent is an ai, which means it's more stupid than humans, all the choices this games give you increase this "ai sucks" feeling.
Don't forget that maybe your opponent can't cast those spells, play versus mictlan, they will use rain of toads.
Quote:

Also in dominions 3 everything leans towards death at the end of the game. Assuming the game is played for infinite time, you should have ability to change capital, move population there etc. Perhaps something more strategic.
No point moving your capitol, it doesn't give any bonus.
Nice idea the population "migration", maybe it would mean micromanagent hell
Quote:

Also if some death nation can easily create some of their death monsters, there should also be a harder way for other nations to create the same monster by not using death magic. (perhaps magic levels should be limited for other nations).
i don't understand what you are saying, can you repeat?

Quote:

Originally Posted by Tonno (Post 743197)
Omg guys u are killing me,I have read this 2 days and still I did not red it all...

I have seen a bunch of great ideas...
I would change only few things...
1)Change the battle graphics in 3d mode,some thing like the total war stuff (not to put the unite control mode,just do the graphics)

no, this would make modding more time consuming.
plus i like the retrogaming taste of it.
Quote:

2)need to make all nations good in something,and bad in something as well
all nations, right now, have good/bad sides.
Quote:

3)put some new spells and items...
yeah, i would like a
reverse darkness(bright sun that halves undead/demon attributes)
reverse light of the northen star
more holy spells
your god start as a 10 holy

13lackGu4rd May 2nd, 2010 09:04 AM

Re: Wish-List for Dominions 4
 
Solar Brilliance is sort of a "reverse darkness", well not exactly its reverse but pretty close... also would would be the point of reverse light of the northern star? -1 magic attributes for enemies instead of +1 for allies? cause well, magic debuffs are just not available at all, only way to lower magic is the mute infection, or death on non immortal pretender.

Swan May 2nd, 2010 10:54 AM

Re: Wish-List for Dominions 4
 
i was talking about a global permanent solar brilliance with the "reverse darkness".
And yes, i would like to have a -1 magic spell

Peter Ebbesen May 2nd, 2010 09:28 PM

Re: Wish-List for Dominions 4
 
Quote:

Originally Posted by Burnsaber (Post 741699)
The thing is that these "new wishes" do not come as a gift from Santa or something. A coder will have to dive in to the ancient code that "wish" uses (it has been around since Dom:PPP, mind you) and add that new option. And coding time from Illwinter on Dom3 is a rare occurance nowdays, a very rare resource if you allow the simplification.

I just think that if JK really finds the time or intrest to do some coding on dom3*, it would *really* be wasted on adding some excessive wish option that almost no one would use. There are much much more crucial things that could be fixed. Just check the bug list for some of them.

In case you somehow failed to notice it, Burnsaber, this is the wish-list for Dominions 4 (hint: it says so in the title) - a hypothetical game that quite possibly will never exist - not a wish list for changes to Dominions 3 to be added in minor content patches that would be better spent on fixing existing bugs.


Quote:

Sure, if some "coding fairy" comes along and just happens to fart all the code needed to make a bug free "immortality" wish, yeah, we could add that. But I wouldn't waste precious dom3 "code time" on the matter.
Since neither of us are in control of the development budget or developer time, there is no way that any of us can waste precious dom3 coding time either way. On your general point that any developer time spent on Dom3 would be better spent on other things I do agree, but that is utterly irrelevant to this thread.

Quote:

It's sort of moot to discuss this though, we both know that there will likely be no big update pathces ahead, just tweaks and fixes.
I refer you again to the bloody title of this thread. This is a thread for wishes for a future game in the series, not a thread for players second-guessing developers on what would be a good use of developer time in Dom3 patches.

vfb May 2nd, 2010 10:09 PM

Re: Wish-List for Dominions 4
 
Peter Ebbesen, I suggest you lighten up. People have been banned from these forums for being sombre, you know.

Bananadine May 2nd, 2010 10:24 PM

Re: Wish-List for Dominions 4
 
A small idea I just had: For the sake of diversity, some nations could have tendencies promoting or retarding the use of magic in particular paths. For instance, maybe nature mages go insane in R'lyeh, even if it's not LA R'lyeh, whereas other types of mages don't. Or maybe Arga Dis resents astral mages because they sometimes scry the Gilgans' true plans, so that nation automatically sends an assassin after a random astral mage on any turn when it has more than three such mages. Or maybe earth mages have halved upkeep in Agartha, while other mages have 50% extra upkeep. Just playing around here! Still, I think this is a fun idea, and if a highly developed and bug-free version of it doesn't appear in the next patch then I will be very angry.

Trumanator May 3rd, 2010 12:26 AM

Re: Wish-List for Dominions 4
 
I think that Dom4 should have a more Sombre mood.

Fantomen May 3rd, 2010 12:51 PM

Re: Wish-List for Dominions 4
 
And a warhammer expansion campaign

chrispedersen May 3rd, 2010 01:26 PM

Re: Wish-List for Dominions 4
 
Guys, *please* stop spamming this sombre business into every forum.

There are those of us who don't know sombre, and don't have an opinion on the matter, and would still like to communicate about dominions

Maerlande May 3rd, 2010 02:19 PM

Re: Wish-List for Dominions 4
 
My biggest wish is to have better micro management options in the GUI. For example 30 slots for commander scripts instead of 10. Ways to collect all slaves. Ways to pool gems without accidentally removing the critical 2 pearls on your void summoner. That kind of stuff.


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