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Re: Wish List
Lintman summed up just about everything I would like to see in Dom2 - nothing wacky or too far out, just a bunch of UI improvements and mod/option functions. I suggest the devs print that list he made and put it under their pillow, so all those things seep into their minds. It's a whole bunch of little irritations that do add up eventually.
As for this..: " - If you select a ritual spell that you cannot afford, or which your mage cannot cast, the window closes without any warning that your selection was invalid. I believe this is also true for magic items you can't afford to forge. It'd be nice if there was a little popup warning you about this." Just be glad you can directly target a province with a ritual now. I cant say how many times in Dom 1 I went to cast Seeking Arrow or something at a province, realized I forget to get the province number, exited and checked it, saw some army I had forgotten to move or something, went back to cast the spell, realized I'd forgetten the number, and so on.. Just to add my own bit to the wishlist, a "Forge Monthly Item" command would help me out a lot. [ May 10, 2004, 21:51: Message edited by: Slygar ] |
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What is true is that no error is given if you don't have enough gem but have enough path. This applies to Item Forging as well. On the other hand, if you do not have the level to forge an item, that item simply won't appear in the "Forge Magic Item" window even if you have the Construction level needed. E.g. you won't see "Boots of Quickness", a Construction 6 item, despite having Cons 6 researched, if you use the Forge command with a Mage without path in Water. The exception is with "The Forge of Ancient" global enchantment, where you can see and forge items that have requirement at most 1 level above the forging mage in each path. So not having the path either gives an error message, or in the case of magic items, th\at said item won't appear in the list of forgeable items. No error is given, however, in both cases if insufficient gems are present. -Gateway103 [ May 10, 2004, 22:14: Message edited by: Gateway103 ] |
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PvK |
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Some people may accuse me of beating a dead horse, but hey, I have a fresh dead horse to beat - the one that was just shot dead along with my elite heavy cavalry while they were pursuing ONE LIMPING MILITIA MAN, by their own men.
Enemy losses: 3 leaders, 45 men Own losses: 0 leaders, 2 men DUE TO FRIENDLY FIRE Argh! Wish: AI does use Accuracy <100 ranged attacks on targets that have friendly units near them that have any appreciable chance of getting hit by accident! PvK |
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PvK |
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But what to you is an irritation, to me is a tactic. If it has low return (low resources, low gold, no strategic advantage, not next to my castle) and has high cost (dangerous troops guarding it, cant seem to get my dominion pushed into it) then I would leave it there to be a problem for my enemys. A great strategic chokepoint is to find a province that is worth taking, sandwiched between two that are not worth taking. Leave them there and buildup the chokepoint until later in the game when you have pushed well past that point. Make the indepts the easier route to you. Force the other guy to hit them then strike when he is weakened and sitting in a province he cant rebuild army in. [ May 11, 2004, 20:28: Message edited by: Gandalf Parker ] |
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To PvK call it luck of the draw but in most of the games that I play I end up with a feudal province next to my capital. Regarding the advice of building a castle to ensure high resource output that would depend upon the race I was playing. If cavalry poor then I probably would. The majority of the time I tend to place castles on resource rich areas to maximize national troop building capacity. |
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