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-   -   Feature Request (http://forum.shrapnelgames.com/showthread.php?t=17161)

Ranger December 31st, 2003 08:41 PM

Feature Request
 
1. Please show the flags of the nation in the message window, when they make proclamations/declare war.It's hard to tell who is making proclamations because the flag color is the only way to tell who is who. The manual has no pictures or table of colors for nations.

2. Reduce the number of steps (3 to 1) for single play, Right now you have to click next, click host, click turn number. Add an option for single/multi play and reduce the number of steps for next turn.

3. Ability to have multiple save games. Limit this to single play mode to prevent multiple play cheating.

Thanks

SurvivalistMerc December 31st, 2003 11:07 PM

Re: Feature Request
 
I second the motion that there be an easy way to see what nations have declared war on you.

Vger January 1st, 2004 10:18 PM

Re: Feature Request
 
Hi,

I third this request, plus I have one of my own.

When you're browsing items to forge, I would like to see uniques that have been built by ANYONE else darkened the way the ones I build are now. That way I don't beat my head against a wall trying to figure out why I can't build whatever it is. (In this case it's been Sword of Justice.)

And while we're at it, how about monthly forging as well as spells?

Lastly, how about an order for troops in fortified provinces that lets them intercept an attack? I know Patrol does this now, but it kills pop. I'd like a command just to intercept attacks that DOESN'T kill pop.

Personally, I would like it to be the default order (i.e. change Defend so it does this now) and have the NEW order be one that puts troops in the fort.


Ciao,
V'ger gone

Johan K January 1st, 2004 10:59 PM

Re: Feature Request
 
Quote:

Originally posted by Vger:
Hi,
Lastly, how about an order for troops in fortified provinces that lets them intercept an attack? I know Patrol does this now, but it kills pop. I'd like a command just to intercept attacks that DOESN'T kill pop.

<font size="2" face="sans-serif, arial, verdana">Patrol doesn't kill pop if there is no unrest. So you can patroll all the time if you want to.

Lord Hammer January 1st, 2004 11:24 PM

Re: Feature Request
 
A "quicksave" would be fabulous...sometimes i feel a little dangerous http://forum.shrapnelgames.com/images/icons/icon10.gif but i don't want to waste 13 hours of time i could have spent being a better parent http://forum.shrapnelgames.com/images/icons/shock.gif DOH!!! http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

[ January 01, 2004, 21:25: Message edited by: Lord Hammer ]

rabelais January 2nd, 2004 12:00 AM

Re: Feature Request
 
Another (set of) feature request(s).

Modabble pop growth. a slider for zero to 10x current value, or an option for base growth/turn+ (n)x would be lovely.

Would like to be able to choose pretender God's gender (at least for title purposes)


Also consider putting a regenerate title button on the magic/dominion bar during god creation so that one doesn't have to remake the same pretender a billion times to get a decent set of honorifics for MP.

Love this game. Makes MoM look like placeboville. http://forum.shrapnelgames.com/images/icons/icon12.gif


Rabe

P.S. You mightput up a paypal link on your site so people overwhelmed with gratitude can send you extra money to speed development.... http://forum.shrapnelgames.com/images/icons/icon7.gif

Ranger January 2nd, 2004 02:45 AM

Re: Feature Request
 
More Requests

1. Map filter to show scouts/spys, they don't show up under armies. I like to use scouts/spys to check out enemy rear areas, and it easy to lose track where they are. Stats for provices, tells where they are but, doesn't show you.

2. Some objects seem to be for male/female only, if thats true then please display the sex M/F for the commanders.

Thanks

Lord Hammer January 2nd, 2004 03:20 AM

Re: Feature Request
 
Quote:

Originally posted by Ranger:
More Requests

1. Map filter to show scouts/spys, they don't show up under armies. I like to use scouts/spys to check out enemy rear areas, and it easy to lose track where they are. Stats for provices, tells where they are but, doesn't show you.

<font size="2" face="sans-serif, arial, verdana">You can use the "N" key to cycle through your armies...i find a "forgotten" scout that way from time to time http://forum.shrapnelgames.com/image...s/rolleyes.gif .

SurvivalistMerc January 2nd, 2004 03:51 PM

Re: Feature Request
 
I think if such a feature existed folks who didn't want everyone to know whom they were at war with would just send a regular "message" to the other person to let them know there was a state of hostilities. But maybe not.

Kristoffer O January 2nd, 2004 05:33 PM

Re: Feature Request
 
Quote:

Originally posted by Ranger:

2. Some objects seem to be for male/female only, if thats true then please display the sex M/F for the commanders.

Thanks

<font size="2" face="sans-serif, arial, verdana">Most of the time the sex is obvious (if you read descriptions at least). There are some exceptions such as the eunuch, but he is also somewhat obvious. Male is default (sorry ladies, but most units are male).

The Bear Claw Talisman increases the chance that your commander is successfully seduced by succubi (if he is male). It has no other gender related effect.

Teraswaerto January 2nd, 2004 05:45 PM

Re: Feature Request
 
What about the Cat Charm?

Hana January 2nd, 2004 06:02 PM

Re: Feature Request
 
I'd like some sort of a way to see which of your troops have battle afflictions in the army setup without having to click on individual troops.

rabelais January 2nd, 2004 06:07 PM

Re: Feature Request
 
Quote:

Originally posted by Hana:
I'd like some sort of a way to see which of your troops have battle afflictions in the army setup without having to click on individual troops.
<font size="2" face="sans-serif, arial, verdana">type "w" while selecting a troop. it will highlight all afflicted units (plus this initial selectee, which is an unfortunate artifact of the interface)

Rabe

johan osterman January 2nd, 2004 06:44 PM

Re: Feature Request
 
Quote:

Originally posted by Teraswaerto:
What about the Cat Charm?
<font size="2" face="sans-serif, arial, verdana">It works the reverse way, decreasing the chance of succesfull seduction.

Saxon January 3rd, 2004 02:28 AM

Re: Feature Request
 
The trick I use for looking for lost scouts and mages wandering around doing searches is F1. You can scroll down the list looking for people who are hiding, which is a good sign they are not doing anything constructive.

I do agree, a save game feature, in game, would be nice. Copying the save game folder and saving it in another directory works, but it could be smoother. As Lord Hammer points out, losing many hours is rough.

Gandalf Parker January 3rd, 2004 02:45 AM

Re: Feature Request
 
You can create a quickie to make backups. In Windows for example it would be a .bat file. That way you can alt-esc and click it to copy your game to a backup directory. I think someone whipped all that up and made it downloadable for Dom1. Should work just the same for Dom2.

In fact, now that I think of it, you could set it up so that the icon for Dom2 makes a backup whenever you go into the game. Or on the way out. That wouldnt do it between each turn but it would....

OK wait. There is a --postexec switch. So actually you could set the game to make a backup every turn. Someone would have to test that. I thought the -q switch on the command line would skip the host button but it didnt (too bad, that would have been the easiest).

[ January 02, 2004, 12:46: Message edited by: Gandalf Parker ]

Gandalf Parker January 3rd, 2004 02:50 AM

Re: Feature Request
 
Quote:

Originally posted by SurvivalistMerc:
I second the motion that there be an easy way to see what nations have declared war on you.
<font size="2" face="sans-serif, arial, verdana">Actually Im not as interested in who has declared war on me as I am in who has declared war on someone else. They announce globally who their prophet is (which sometimes I wish didnt happen since it can give away my theme too early) but they dont worldwide announce their war declarations. In both MP and Solo play it would be very useful to see who is fighting who but I guess thats what scouts are for.

olaf73 January 3rd, 2004 06:23 AM

Re: Feature Request
 
Forgive me if this was mentioned before, but the backwards forums here confuse my tiny brain. Especially when they span 2+ pages. Why in the hell are the Messages listed backwards? I have asked before but...its the only forum I have ever seen like this, and I hit a ton of message Boards. Its like state sponsored top posting. Anyway...

What I would REALLY like to see is a way to give commanders/armies move orders that span multiple turns. Having to track them down and click 1 province per turn is tedious and I sometimes forget to move everyone I want to late in the game when stuff starts getting crowded.

olaf

Psitticine January 3rd, 2004 05:06 PM

Re: Feature Request
 
Try using the F1 key/Province Overview screen to track down your commanders. You can also use the next/previous commander hotkeys to help.

As for myself, the game changes so fast that I can't imagine being able to depend on a queue, save perhaps for the monthly ritual type things that are already in place. (Hit SHIFT-M when hovering the pointer over a mage to get him to cast the same spell every month until he receives new orders.)

Taqwus January 3rd, 2004 09:32 PM

Re: Feature Request
 
It might be interesting to have a "no witnesses" rule -- if an attacking army gets completely wiped out, with no witnesses (e.g. via Astral Probes, stealthy units who remained hidden, battlefield in dominion and it's Arco) -- the attacker doesn't get a battle replay or info on the enemy force. http://forum.shrapnelgames.com/images/icons/icon12.gif I'd suggest the same for defenders as well, except that it's possible that the civvies in the province might get word out to their former liege.

Vger January 4th, 2004 12:12 AM

Re: Feature Request
 
Hi,

OK, here's more requests:

Build in some sort of speed up key for all these up/down arrow items: taxes, defense, transfering gems, boosting spells with more gems, all of that. I get so tired of clicking, clicking, clicking ...

Also, for taxes and defense, do we really need to go to another menu to adjust? Why not just do it there?

Next, I'd like to extend the size table. I don't think we have near enough size categories. I think we ought to have at least 2 more and maybe one Last one (for 9 total) that would be for impossibly huge creatures.

Specifically, I'm thinking about some of the Lovecraftian creatures which have such huge size, though there are many others as well (the titans, Sphinx). For example, if we had the big C himself, well, he's 6 MILES tall! Obviously larger than (I think) any other entity in the game.

I would add this one, but I'm willing/wanting/looking forward to doing this myself: Altering the stats/abilities for many of the units. For example, the Taraesque (sp?) is huge, it should trample and the Monolith pretender should not have any eyes to be injured.


Ciao,
V'ger gone

Orlanth January 4th, 2004 01:13 AM

Re: Feature Request
 
You can use the up/down arrow keys (keyboard) to adjust; so, no more clicking! http://forum.shrapnelgames.com/images/icons/icon7.gif I agree with the rest, also it would be nice to have Size show as its own statistic in the unit panel rather than be under hitpoints.

Darryl January 5th, 2004 08:31 AM

Re: Feature Request
 
Gotta put my 2 cents in for renaming commanders. Even if I can only do it once, it would help in making them more "personal" to my game, letting me give names so I can identify them at a glance (if I name one guy "Merlin" I know that's my main mage) and of course eliminating the "Darryl, Darrell, and my other brother Daryll" syndrome with duplicate names.

Darryl, no brothers with the same name. Wish I could say the same about my commanders...

Whismerhill January 5th, 2004 08:47 AM

Re: Feature Request
 
Quote:

Originally posted by Vger:
Hi,

OK, here's more requests:

Build in some sort of speed up key for all these up/down arrow items: taxes, defense, transfering gems, boosting spells with more gems, all of that. I get so tired of clicking, clicking, clicking ...

<font size="2" face="sans-serif, arial, verdana">?????????? !!!!!
I don't understand what you mean
you already can use up & down arrows to adjust well : taxes, defence, gems for boosting rituals, amount of gold for mercenaries

for transfering gems there is no key (as far as I know) but you can click on the "pool" button that will take all the gems your commanders have of that type and put it in the laboratory

Taqwus January 8th, 2004 04:53 PM

Re: Feature Request
 
Gift of Reason's commander-selection screen could be reworked. With enough units in the province (think, say, Ermor by the time it's casting Tartarian Gate), it won't show them all. Perhaps if it's still limited, the selection should be based either on experience or hit points, descending in either case.

Arryn January 8th, 2004 11:36 PM

Re: Feature Request
 
Received the game yesterday. (Yay!) Having a bLast.

Thus far, I've noticed the following:

</font>
  • <font size="2" face="sans-serif, arial, verdana">I'll add my vote for being able to rename commanders.</font>
  • <font size="2" face="sans-serif, arial, verdana">Ability to sort the display of commanders on the map screen. The current arrangement appears to be totally random.</font>
  • <font size="2" face="sans-serif, arial, verdana">Ability to see the type of troops that come with mercenary commanders you are considering hiring.</font>
  • <font size="2" face="sans-serif, arial, verdana">On the Pretenders list add small icons by the flags of nations that have declared war on you. (Several people have mentioned a desire for some sort of indication of this. It's very useful to be reminded of whom you need to be especially worried about.)</font>
  • <font size="2" face="sans-serif, arial, verdana">Some sort of indication for provinces under siege of how many months that province has been besieged.</font>
  • <font size="2" face="sans-serif, arial, verdana">On screens with scrollbars, add the ability to click on the bar itself to page-up/page-down. Also add hotkeys to do likewise.</font>
  • <font size="2" face="sans-serif, arial, verdana">Reports should be sortable by column. For example, if you want to see the Nation Overview sorted by province alphabetically, or Defense, or Unrest, et cetera. This will help speed gameplay a bit.</font>
  • <font size="2" face="sans-serif, arial, verdana">The column headers on the Nation Overview should be frozen so that when you scroll they remain visible at all times.</font>
  • <font size="2" face="sans-serif, arial, verdana">When a message is shown that you were the victim of the Wrath of God (and other such spells), you should be told which province was hit so you can easily see which troops were affected.</font>
<font size="2" face="sans-serif, arial, verdana">
Thanks for making such a great game!


Cheers!

[ January 08, 2004, 21:48: Message edited by: Arryn ]

Windreaper January 9th, 2004 11:09 AM

Re: Feature Request
 
I have heard that it's not possible to speed up the battle record with the current system. I'm still curious whether implementing a frameskip-switch would help solve the problem (providing it hasn't already been implemented). What I'm talking about is some sort of "fast forward" button in the battle interface.

O CoRVo January 9th, 2004 12:30 PM

Re: Feature Request
 
Hi, i am a lurker in these forums for sometime now (not that much), and i playing the demo Version (will they patch it too?) and these are the things i would like added (and yes, my english sucks, i know)

</font>
  • <font size="2" face="sans-serif, arial, verdana">In the spell menu a gem and a number to indicate the number of gems necessary (something like 30x[fire gem picture]Name of Spell)</font>
  • <font size="2" face="sans-serif, arial, verdana">An option to recruit a unlimited number of soldiers provided that you have the resources (something like: build 5 centaur warriors each turn)</font>
  • <font size="2" face="sans-serif, arial, verdana">A enhancement to the multiplayer part of the game, right now if someone's pc crashes there is a big chance of screwing up everything (players having the choice of playing another empire, etc)</font>
  • <font size="2" face="sans-serif, arial, verdana">A bigger, bolder movement path, instead of just a tiny line, the same goes to the statistic screen(and please change the dark background, put something lighter)</font>
  • <font size="2" face="sans-serif, arial, verdana">I know its was already asked 3 thousand times before but: A way to rename commanders http://forum.shrapnelgames.com/images/icons/tongue.gif</font>
<font size="2" face="sans-serif, arial, verdana">

Miles January 10th, 2004 02:10 AM

Re: Feature Request
 
I have been playing Dom2 since it came out. I prefer single player. I enjoy beating up the AI's. There are a three things that I think would really improve Dom2.
</font>
  • <font size="2" face="sans-serif, arial, verdana">The screen that shows my gem budget needs 3 columns: Current gems (+growth next turn) (-spent this turn)</font>
  • <font size="2" face="sans-serif, arial, verdana">Some tweaks to reduce the busywork:
    - A 'Keep Forging the same item each month' command.
    - A 'Keep recruiting the same people each month' command.
    - Some way to set a destination province for an army.
    - When I transfer gems to a commander (say 4 earth and 6 water) I need a button that will set an automatic resupply flag for that commander. Resupply, to the marked level, should occur if in a province with a lab OR if other commanders in the province have the required gems and DON'T have the resupply flag set.</font>
  • <font size="2" face="sans-serif, arial, verdana">Dom2 needs a couple tweaks that uncouple the single/multiplayer needs. Most games I have played get compromised because the two types of play require different things. A prime example is in the style of winning. In multiplayer, every strategy MUST have a counter. In single player, this is less important. So, to please both camps, I believe that Dom2 needs a couple tweaks. Like:
    - Mod-able (obviously.)
    - The game setup screen should have some parameters that you can tweak to favor single vs multiplay. For example, the number of global spells should be settable. Small numbers (3-5) for multiplay. Bigger numbers (6-12) for single play.
    - Would be fun if you could also enable unbalancing spells in the game setup screen. A lot of my games would have benefited from some end-game rewards that helped rapidly end the game. Things like MOM's "Spell of Mastery". The Dom2 equivalent might be a high-level, expensive, global that dropped the dominion of all competing pretenders each turn. Or maybe a high level "Summon Super-Combatant". Or Global dome spells (protects entire dominion). All multiplay destroyers, but fun ways to wrapup a single play game. Rewards that let you go out with a bang, instead of that long tedious grind-down of every Last province.</font>
<font size="2" face="sans-serif, arial, verdana">
Thanks to Dom2, I am finally getting the nasty taste of Moo3 out of my mouth...

Miles

[ January 10, 2004, 04:54: Message edited by: Miles ]

Graeme Dice January 10th, 2004 03:20 AM

Re: Feature Request
 
I would like to see more options on startup that can determine the nature of the game. These would be things like:
Rich, poor or normal gold income and resource income separated.
Overtaxing kills population toggle.
and so on.

Gandalf Parker January 10th, 2004 04:13 PM

Re: Feature Request
 
Quote:

Originally posted by Graeme Dice:
I would like to see more options on startup that can determine the nature of the game. These would be things like:
Rich, poor or normal gold income and resource income separated.
Overtaxing kills population toggle.
and so on.

<font size="2" face="sans-serif, arial, verdana">I agree with this. But I hate to see things added to the game (as in the executable) that can be done by the commands (as in the .map or mod files). I have a fear of EXE's getting too large and clunky. Especially since some .map variations of play using the TGA images already available is something that can be done now buy us.

I know this is an old refrain from me. http://forum.shrapnelgames.com/images/icons/icon9.gif

Arryn January 10th, 2004 06:31 PM

Re: Feature Request
 
Hi all! I'm back with a few more suggestions ... http://forum.shrapnelgames.com/images/icons/tongue.gif

</font>
  • <font size="2" face="sans-serif, arial, verdana">Clicking on the experience icon of a commander should give you the exact amount of its XPs.</font>
  • <font size="2" face="sans-serif, arial, verdana">The defense number listed in the Nation Overview for underwater provinces should be displayed in a different color (like blue?) so that one can easily tell that a zero value is (probably) okay for them.</font>
  • <font size="2" face="sans-serif, arial, verdana">Add an on-map indication (via a small icon) that a province is recruiting something. This will greatly help those of us that may occasionally forget to build something somewhere when we are managing several dozen provinces, since there is no repeat-build ability in the game (HINT HINT http://forum.shrapnelgames.com/images/icons/icon12.gif )</font>
<font size="2" face="sans-serif, arial, verdana">

Arryn January 13th, 2004 09:00 PM

Re: Feature Request
 
Yet another request:

Indicate which commanders in the Hall of Fame are mercs (via a small icon, or different colored name).

Dekent January 13th, 2004 09:03 PM

Re: Feature Request
 
The size of your exe doesn't matter, its all in how you use it ;p

pole_shift January 13th, 2004 09:28 PM

Re: Feature Request
 
Feature Request (my first):

Allow a new order for stealthy armies which are hiding in a friendly province. The new order is called "Ambush". The effect is that when an invading army moves into the province, the hiding army automatically de-stealths and attacks. Brilliant.

January 13th, 2004 09:30 PM

Re: Feature Request
 
This is actually a good idea. I've been trying to come up for defensive stealth ways. Just change the "Defend" Command to Ambush on stealth units and allow them to hide while set to "Ambush" so enemy scouts are unable to see them.

Arryn January 13th, 2004 10:37 PM

Re: Feature Request
 
I believe it's been mentioned before, but I'd like to reiterate that we need some sort of "dimiss" functionality usable from the window used to examine a unit. All too often you will end up with straggler units that are too weak, left way behind your commanders, that aren't worth going to reclaim (even if just for cannon-fodder). So these units just sit all over the place consuming gold and/or food while you pray that something will come along and kill them for you. PLEASE? http://forum.shrapnelgames.com/images/icons/icon9.gif

PhilD February 14th, 2004 09:49 AM

Re: Feature Request
 
I had a look at Targa's "savegod" utility (on the Illwinter site), and wondered if it would be of use to me (I use Linux, but doing something similar for Linux would be easy)... and decided that, as it is, it wouldn't.

What is missing is, very simply, a "pretender browser". Even some simple program that reads a pretender file and outputs a stats list would be enough - since the files are not human-readable, that would have to be provided by Illwinter.


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