![]() |
Dominions 2 Demo Review
So after having played the Dominions 2 demo... http://forum.shrapnelgames.com/images/icons/icon12.gif
The addition of some global report windows certainly help this game out a lot. So is the ability to disable those unnerving fade effects for when windows pop up and go away. The game's interface is definitely better than Dominions 1. However, it is still fairly clunky. It took me nearly 5 minutes to figure out how to issue orders to my commanders (other than moving). Click on the displayed order to change it? Odd. The game still lacks a display of the name of the nation that owns a territory when you select that territory. It is rather annoying to have to have to go to the scores window to match up the flag to the nation name. Plus, this is very non-intuitive. Adding the display of the nations' name to the territories they control will help a lot. So would an option to display the exact number of commanders and troops in every territory you control on the map, instead of just a box that varies in size. The box is nice, but the numbers would IMO be vastly superior for gauging your troop strengths nation-wide at a glance. Friendly fire is far too much of a problem in this game. Half of my troop losses come from my own archers and mages missing their targets far too often. The game needs a strategy that makes archers stop firing on units that are in melee combat with your own melee units. The fire 3 rounds and flee option is not good for this purpose at all. Neither is combining it with the "hold 2 turns and attack" option you can give melee troops. That is just a clunky solution that does not work well. Mages miss way too often in this game. They need much higher precision scores. All of them. Unless right next to their targets, my mages tend to hit targets less than 20% of the time. The automatic casting choices are a bit strange. My mages will sometimes cast low level weak damaging spells, rather than higher level ones that can do a lot more damage. Sometimes they make smart choices. Storming castles is rather strange as well. I attacked Pangaea's castle with 10 commanders (some mages, some priests, some chiefs) and nearly 100 troops while playing as Machaka. I had 60 archer type units, the rest light infantry or spiders (the expensive ones). The enemy had 2 troops (a minotaur and a centaur) and 4 commanders. I lost 20 troops and 4 commanders, they lost 2 troops. Yeah, that makes perfect sense. You'd think that repeated storms of arrows would do something to these guys, but apparently not. The mountain citadel is 100% useles. It is the same as the dark citadel in every way, except that it has only 10 admin instead of 20. The way some of these units have costs scaled is not very well designed. Often, there will be very small increases in a few stats over the cheaper troop, for 3x as much gold and 2x the resources. Balance and a sense of scale seem to be lacking. The game designers seemed to be far too concerned with having more types of units than necessary, while not paying enough attention to the purpose of all of the units, or the balance between them. Battles tend to end after only killing a small amount of the enemy and then they just run away, even when they have roughly equatable forces. The morale system is more of a hindrance to this game than a benefit. The loss of the ability in Dominions 1 to target enemy mages and/or enemy commanders specifically seems rather strange... [edit] Almost forgot... the game devs could have definitely chosen a better image pattern to make the basic game interface with. If you don't have an art budget, keep it simple. [/edit] I shall delay my final judgement on the game until after reading some responses... [ January 11, 2004, 23:27: Message edited by: Imperator Fyron ] |
Re: Dominions 2 Demo Review
What's really painful is that I like the game for what it does well, but must conceed that you have many good points.
>The game's interface is definitely better than Dominions 1. However, it is still fairly clunky. Indeed. >The game still lacks a display of the name of the nation that owns a territory when you select that territory. Absolutely. It should be part of the info when you look at the province. >Friendly fire is far too much of a problem in this game. Always has been. I must assume that this is a low priority for the developers, since a 'fire and hold' commmand would be fairly easy to do. >Mages miss way too often in this game. They need much higher precision scores. All of them. Unless right next to their targets, my mages tend to hit targets less than 20% of the time. This got much worse in Dom2. I don't know what Illwinter was thinking. "Perhaps the players will enjoy missing often?" This singlehandedly made a host of spells near pointless. >The automatic casting choices are a bit strange. My mages will sometimes cast low level weak damaging spells, rather than higher level ones that can do a lot more damage. Sometimes they make smart choices. Always been a problem. I have suggested many times that a simple solution woule be to have a 'repeat Last cast' command, that would have the mage simply keep repeating his Last spell. This would require no change to the AI, and wouldn't be a complex change, but would afford players some control of the mages actions. I'd love to see more, but I'd settle for this simple fix. I understand that they are trying to simulate the choas of battle. However there is no reason for mages to get stupid. >The mountain citadel is 100% useles. It is the same as the dark citadel in every way, except that it has only 10 admin instead of 20. If you fought one you'd see the difference. They are much stronger from the wall layout and arrow fire (the DC has no fire). On the other hand I agree that it's not a very useful fort for the players. Illwinter has overestimated the value of defense and underestimated the value of economics. Honestly, I don't think anyone is happy with the forts costs. Illwinter seems particularly stubborn about changing it, so don't hold your breath. >The way some of these units have costs scaled is not very well designed. Agreed. >The game designers seemed to be far too concerned with having more types of units than necessary, while not paying enough attention to the purpose of all of the units, or the balance between them. The light cav and light inf are still a waste of time. If they produce the mod utility I will come out with a mod with units that have better balance. I'll fix the mage precision as well. Yes I know... how arrogant of me. It'll happen though, if the tools get released. >Battles tend to end after only killing a small amount of the enemy and then they just run away, even when they have roughly equatable forces. The morale system is more of a hindrance to this game than a benefit. This is one place where I disagree. The games morale systems is awesome. I suggest playing more. >The loss of the ability in Dominions 1 to target enemy mages and/or enemy commanders specifically seems rather strange... I'm still not sure if I like or dislike this. >Almost forgot... the game devs could have definitely chosen a better image pattern to make the basic game interface with. If you don't have an art budget, keep it simple. Without doubt. >I shall delay my final judgement on the game until after reading some responses... Even with all it's failings... it's a great game. <sigh> Play it. http://forum.shrapnelgames.com/images/icons/icon12.gif [ January 12, 2004, 00:00: Message edited by: apoger ] |
Re: Dominions 2 Demo Review
Quote:
Quote:
Some spells and casters are accurate enough, though. Quote:
Quote:
As for game balance arguments, there are many ways to overcome castle defenses in Dominions. But castles are supposed to present strong obstacles to many. However you can always just take the province and not storm the castle, and starve them out (assuming they are something that needs to eat...). Quote:
Quote:
Quote:
Quote:
PvK |
Re: Dominions 2 Demo Review
> Adding the display of the nations' name to the territories they control will help a lot.
Thers a option in map-fliter,just have to press 9,8,7....till u found it. > The game needs a strategy that makes archers stop firing on units that are in melee combat with your own melee units some cheap way to avoid friendly fire: Air Magic: Aim,Wind Guide. Nature Magic: Eagle Eye. in the other hand,i hope a "Fire and hold" order appears in the new patch 2... http://forum.shrapnelgames.com/images/icons/icon7.gif > I don't know what Illwinter was thinking. "Perhaps the players will enjoy missing often?" maybe,just a guess, "We should force them to forge EYES artifact." ^^" > The automatic casting choices are a bit strange. My mages will sometimes cast low level weak damaging spells, rather than higher level ones that can do a lot more damage. Sometimes they make smart choices. 120% Agree. Their Favorites is to cast "Caster Protection" magic.Personal Luck,Astral shield,Mistform,Barkskin... Hope devs add a "Banned-battlefield magic" list later. 'repeat Last cast' is a good choice too ^^ >I shall delay my final judgement on the game until after reading some responses... Quote:
^^ |
Re: Dominions 2 Demo Review
@Imperator Fyron :
So you played the Demo .. twice? Or three times? You did read the newbie guides and FAQs available here? So you really know what you're talking about? No, you don't - or at least you're sounding like it. But than again you're talking 'bout DOM1, as if you played that, too. So I wonder, what the purpose of your rant is? Basically, the combat system is the same as in DOM1, and it works well for years now. Storming castles is ment to be costly (as it was historically, as someone already mentioned). Obviously you even didn't notice that different castles have different layouts, and that there are "build-in" archers/ballistae/slingers in those turrets, numbers and placement depending not only on castle type but on the nation as well. Concerning the targeting I must say I wonder if a bug has crept into the range formula - sometimes spells that have multiple effects "spray" all over the battlefield as if fired at max range, while they are in fact aimed at a much nearer squad (judging from the average range at which the effects appear). Found this especially true with spells of 0 or less accuracy, what is a good hint that there's a bug in the calculations. But that's not of great concern - the developers are known for their willingness to support their product. The first patch is due in short time and might already fix this issue. Until then, use mages with prec15 or more, eyes of aiming and spells with high precision (3+) Speaking of spells - there are spells which give improved accuracy to mages and troops for the length of battle, as well as morale-boosting ones which will make your troops fight much longer, as well as the opposite. In contrast to most, if not all similar games out there, most of those toops, respectivly troop types, actually are different from each other, have a purpose and are quite well-balanced. In fact, most of them have been taken over from DOM1, and the developers did a good job integrating the new types. And the interface isn't "clunky", it's only different. Therefore it takes some time to get used too. I would agree, though, that there are some minor improvements to be made ... . I don't want to go too much into detail here, but e.g. the boxes are quite o.k.. Why? Because they give a hint at army strength, not numbers (at least they are suppose to I think). Giving a single number for commanders/soldiers each would be absolutly useless, as there are so much different types of each with much different combat strength. (Milita vs. IceDevil ..) Ok, that doesn't leave much of the points you mentioned, and I have other things to do .. A. |
Re: Dominions 2 Demo Review
Quote:
Quote:
Quote:
Other than flying units, how do you overcome castle defenses? Quote:
Quote:
Quote:
|
Re: Dominions 2 Demo Review
Quote:
Quote:
I don't think the demo was supposed to give you a complete game so this isn't really a fair criticism. Quote:
Quote:
And, I agree about the GUI and graphics, but I don't think it takes away from the gameplay enough to worry about it. I just discovered the F1 screen and it really helps with managing the Unrest/Tax situation. Pretty good review, but you really need to read a LOT of forum Posts to learn the hidden info to make truly informed opinions about many features. |
Re: Dominions 2 Demo Review
Quote:
The manual and in-game documentation isn't too clear about how to make your mages connect more often with their long-range attacks. I thought precision only matters for archers? In terms of archery, I find the friendly-fire too much of a drawback that I don't even use any kind of archers or crossbowmen at all. Just hordes of infantry from now on, and I'm doing great with it. I hardly ever lose a battle with just ranks and ranks of infantry with some fast mounted troops and magical creatures that tear into the enemy line before the enemy archers have time to kill too many of my guys. Fast melee units seem to be the key to beating archer armies, and if you don't use any archers yourself, your casualities will be pretty low in general. Friendly fire usually does more damage than good in my experience, so I don't even waste the resources on building ranged units. I use Abysia because their armies are immune to fire, so they don't get harmed by stray fireballs or poorly placed Clouds of Fire by my own casters http://forum.shrapnelgames.com/images/icons/shock.gif If they patched it so friendly fire isn't as MUCH of a drawback as it is now, then I'd change my strategies around that, but with the current implementation, I find it more effeicient to totally leave out missle troops from my armies. [ January 12, 2004, 03:45: Message edited by: sergex ] |
Re: Dominions 2 Demo Review
Quote:
Machaka hoplites on the other hand are excellent heavy infantry, with both good morale, excellent protection, a defense of 14 against arrows, a hgih damage weapon, and escellent attack and defense skills. Remember that a single point difference can have a very large effect with the rolls as seen on the charts in this thread. Die roll charts |
Re: Dominions 2 Demo Review
Quote:
Quote:
|
All times are GMT -4. The time now is 10:38 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.