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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 ] |
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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 ] |
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Some spells and casters are accurate enough, though. Quote:
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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:
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PvK |
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> 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:
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@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. |
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Other than flying units, how do you overcome castle defenses? Quote:
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I don't think the demo was supposed to give you a complete game so this isn't really a fair criticism. Quote:
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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. |
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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 ] |
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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 |
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I agree with Imperator Fyron on most parts. Especially the combat situation where your archers kills your own unit. I would like to see some additional orders for archers "fire at closest enemy NOT in melee" and so on. That would really be great.
However I do think Fyron is to quick to judge the unit situation. I love the fact that there is so much different units to choose from. I think that if we would ask a group of veterans which units they use for a specific nation I bet we would see a spread out result among most units and perhaps one or two Favorites. |
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PvK |
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Saarud,
The problem with "fire at closest enemy not in melee" is that it would probably develop into a "fire at commanders" order. I would actually be satisfied with an order to "fire at closest non-commander not dangerously close to a lot of my own troops but especially not in direct melee with them and under no circumstances fire into a melee that it looks like I will win without archer support. Just stand still and do nothing if you don't have a valid target." |
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* Lots of cannon fodder (e.g. militia, tribals, mercenaries, undead). * Units which are resistant to the defenders' weapons. * Spells which protect powerfully against missiles. * Other effective battlefield spells. * Assassinate the commanders. * Kill the defenders with ritual spells. * If the Last enemy stronghold, sweep away their dominion and banish their god, and the men will give up. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've only been addicted to this game for oh, half a year or so, and I haven't even gotten around to playing either Jotunheim or Machaka. (I've only played six of the seventeen nations, and only one variant flavor of one of those, so far, just to give you a hint of how much gameplay there is...). However I think you're probably just not aware of the reasons behind the costs. For example, holy units have major advantages such as being blessable and only costing half as much to maintain (so their true cost is nearly half-off if they survive). Having fought Jotunheim a lot, I know that the little guys can complement the giants in a combined arms fashion, particularly because they can sneak in between the giants to increase the attack of a front, and also to distract attacks from the giants. Or, they can do a quick flank/rear attack, or block one. Quote:
... And yes, all the castle stats should be available on start-up. That's an omission, though the fans of course have posted a nice table. PvK |
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Spells like fireball, etc. are a lot more accurate if you place your mages close to the front lines. Distance from target makes a big difference.
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>> But when you have no units with terror, they still route far too quickly...
Well sometimes morale system causes some odd results. I was fighting with Ermor (Ashen Empire) against Niefelheim. My province had about 150 ordinary longdeads, 3 mound kings and 1 arch bishop. Enemy had Son of Niefel and about 15 niefel giants. Those giants kept destroying my units until I had only 1 longdead, 1 mound king and the arch bishop left. Then those mighty giants decided to run away! In that hilarious battle I managed to kill just one or two NGs long before enemy routed. |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No it doesn't. It just provides you with choices that have trade-offs. Sometimes larger Groups make sense, sometimes smaller ones are good, usually an intelligently-deployed mix is best, etc. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I'm not familiar with the details of Machakan assassins yet, but no I expect they attack alone. In some cases, naturally they will fail, particularly against tough targets. Assassins are usually pretty dangerous, and combat in Dominions is never a certain thing. It's not that assassins aren't a good idea (they can be very effective), but they aren't sure to work, as no one would want them to be. So, use more assassins, or different types of assassins, or give them equipment that will tip the scales, or be content with killing the weaker targets using assassins, or try any of the other techniques, or a combination. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Another thing which is a matter of taste, but which I really enjoy, is that few outcomes are certain in Dominions. There is a morale bonus for defending in home territory, and in friendly dominion, but they aren't a guarantee. Similarly, units can and do rout in small Groups sometimes - there are morale checks both for Groups and for armies. For those interested in military history, morale was a major part of historical ancient/medieval combat, as well. Frequently, most of the killing in a battle was done after one side routed. Furthermore, retreating can often be a good thing. If a small group routs, it is often beaten up, fatigued, and about to die, and having it withdraw to fight another day can be a very good thing. Same is often true for an army. Fighting to the death when overpowered is often a bad idea, and you need to start running before its decided, to have a reasonable chance of escape. It's also more interesting to play a game where a reasonable number of the defeated side are able to continue to fight in later battles, instead of being wiped out in all-or-nothing battles. It makes wars much more strategically interesting than if it were like, say, SE4, where entire wars are frequently decided by single to-the-death-despite-the-odds bloodbaths. It's also a lot of fun to have both friendly and enemy characters and armies re-appear in multiple battles, even after being defeated. ... PvK |
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[ January 13, 2004, 00:23: Message edited by: johan osterman ] |
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Cheers! |
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Here is an example: Jotun Spearman compared to Jotun Huskarl with spear: 18 prot. vs. 15 prot.; 10 def. vs. 11 def.; 6 fatigue vs. 5 fatigue; 12 combat move vs. 13 combat move. Now for cost: 30 gold/32 res vs. 35 gold/23 resources. That 5 gold extra has rarely been a determining factor; it is the 9 fewer resources that often allow more of the Huskarls to be built, which are roughly as strong as the Spearmen indivually. Not very balanced here it would seem. The same sort of oddities appear with Axemen and the axe-wielding Huskarls. The Hirdman are not that much stronger than the other melee units, save their longswords being slightly better than axes. And yet they cost a lot more, as they have high gold and resource costs. I have not noticed the Woodsman or Neifel Giants being that much more effective when lead by a Gode or a Herse. Maybe those blessings just need much better priests or some such to be effective. Quote:
Now as for the other part... I have most certainly considered hte myriad of possibilities, and the bizarreness of how the unit costs work limits them. Quote:
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Another note on morale... please explain to me how half of my army routing AFTER the enemy had routed, save an infantry or two, is at all realistic, historically accurate, or good for gameplay. I have seen this happen more than once. |
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This way spearmen will get much less afflictions and they will Last much longer. On average they will probably can take 3-4 times more hits. Spearmen have slightly worse defense, so they'll be hit a bit more often, but not anywhere close to 3-4 times. So, if anything I'd think that spearmen are more efficient in most cases, but often decision is made depending whether the gold or resources are in shortage |
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You should try out Saber Cherry's combat simulator, overall, the JO spearmen are just slightly ahead of most of their other units Quote:
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Then may I suggest a more "realistic" game such as Stronghold or Lords of the Realm. No one has claimed this game is "realistic". While more accuracy from archers would be nice, they would also become far more deadly and thus imbalance the game because they are cheap compared to armored troops. As was the case historically in the real world, for two armies that "cost" the same, the army with the archers will beat the army with the armored troops almost always. Quote:
By the way, you can also hire 2 Huskarls for the cost of 1 heavy cav. The giants are by far more useful ... |
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http://www.hpssims.com/Pages/products/POA2/POA2b.html |
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Not to argue about which is best, but the costs make a lot of sense.
According to what I have seen thus far, the gold cost of an unit is more or less tied to its quality, professionalism and special powers, regardless of equipment (at least, when comparing units of the same nation/theme) : thus, units with higher morale, higher base attack, defense, hit points, berserking, or beeing sacred will cost higher. The ressource cost of an unit is entirely dependant on its equipment, the heavier the armor and the weapons, the more it costs, and every additional items (helms, shields, additional missile attacks ...) add to the cost. Gold and ressource cost do not have to be tied to each other. That's just why mages leaders costs a huge amount of gold and a very low amount of ressources, heh. Putting an heavy armor on a militia will cost the same (in resource) as putting the same armor on a seasoned soldier. A grizzled veteran will need to be paid more (in gold) than a blue militia Considering that, the cost of spearmens vs huscarls are completely understandable. Huscarls are quality, elite troops, with higher morale and base (unmodified by equipment) combat stats, but more lightly armored (scale vs chain) than regular spearmen. Thus, a higher gold cost, and a lower ressource cost. PS : you also forgot upkeep costs (in gold). Huscarls will overall cost you more in the long run, because their wages are directly poportional to their base cost. Now, anyone is entitled to his opinion about whether *you* value pure protection or better overall prowess more (or whether Jotunheim should have recieved an elite AND heavily armored unit or not), considering the always highly situational choices you have to make (sometimes you are starved for ressources, sometimes for gold). But the costs are completely logical, not bizarre, when you know what resource and gold costs are supposed to represent. |
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Another thing to consider with gold cost vs resource cost is that upkeep is dependant on gold. I will often build Huskarls early on when it's important to raise an army quickly. However, recruiting lots of gold expensive troops every turn isn't a good idea, since the upkeep will choke your economy.
With heavily armored low gold cost troops you can maintain a larger, tougher, army, even though it takes longer to build it up. |
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PvK [ January 14, 2004, 18:16: Message edited by: PvK ] |
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PvK </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That's why I put realistic in quotes. I was being sarcastic. http://forum.shrapnelgames.com/image...s/rolleyes.gif The moment someone playing a game like Dom starts spouting words like realism you know the conversation has taken a turn into the twilight zone. I'll never understand how people can play fantasy games and expect anything other than ... fantasy. Well, time to go see what lovely critter my Starspawn has summoned this turn. Cheers! |
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Anyway, the game mechanics should come first, the more 'logical realism' that can fit in the better, but historical arguements pro or con have no bearing on the final say of the game mechanics. Or at least they shouldn't... http://forum.shrapnelgames.com/images/icons/icon12.gif |
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People keep forgetting the most basic rule of gaming:
Game balance trumps realism How much fun would it be to play a nation that is famous for its mounted, armored troops (that cost a bundle to make and keep up), and then run across an opponent that has an army 3-6x the size of yours, armed with crossbows, that cost him the same amount and watch your precious knights die in a hail of bolts? Answer: not much at all (unless you're a masochist). How much fun is it to play east front WW2 scenarios where the Germans have low-grade troops, low ammunition and very few tanks, versus Russians with veritable hordes of battle-hardened troops, near-limitless ammo, artillery, tanks, and aircraft? Realistic? You bet. But hardly fun. Unless your whole idea is to see how long it takes you to get wiped out. Which is why most historical wargames eschew reality for balance. They strive for accurate mechanics, but then skew the scenarios so that both players have a chance to win. So how does this relate to Dom? Simple. Since you cannot make the archers cost what they need to cost to be "balanced" (not without giving you same people that are complaining now something new to gripe about), they keep the cost low and make them inaccurate. Realistic? No. Balanced? Yes. Don't like having your own archers killing your troops? I agree it's annoying but life's tough. Deal with it. Understanding the game design will go a long way towards getting over your frustrations and seeing the beauty of the game. Cheers! http://forum.shrapnelgames.com/images/icons/icon6.gif |
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Don't forget the other truism:
All truisms are false. http://forum.shrapnelgames.com/images/icons/icon12.gif I think it's more important to realise that both gameplay and sensibility are important in any game that represents a situation, at least to many players. A realistic mounted cavalry game could be fun if done well enough that there were ways to effectively play any force type offered to the players. Game designers who sacrifice realism as soon as they see any kind of difficulty seem pretty weak to me. After all, medieval knights were a very effective unit type for a very long time, for reasons which were very real. One doesn't have to nerf crossbows to make a game where the same would be true - it can also be done by correcting whatever was ahistorical about the game situation. If one really doesn't care about realism, why even play representational games at all? There are too many games out there where the design apparently starts out as "let's do a game about an interesting setting like X" and then as soon as anything gets in the way of fun, an arbitrary and illogical change is made, without even trying to find a logical change, even if all they'd have to do is ask someone who knows what the actual historical reason for something was. In this case, there is no need to force missile units to have such a large chance of killing their own men. Even from a pure "fun" perspective, it's not fun to excessively kill your own men in silly circumstance, like when there is one limping enemy spearman running away and your archers kill a dozen of your own elite pursuers by taking pot shots at long range. That problem isn't helping anything. The solution which has been suggested many times increases fun, reduces micromanagement, makes sense, is realistic and even historically accurate: Have archers only shoot when they will have near-zero chance of killing their own men! It would also be possible to reduce the entire-army-missing spread of missile attacks, and have the chance of affecting a target in the hit square reduced - it would look a lot less silly, reduce unintended casualties, without making the weapons more effective than intended. PvK |
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Exactly what I was talking about...
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Yes, that's the one complaint of yours that I agree is an important issue, and the only thing I find really problematic in Dominions. There are some ways to avoid friendly fire, but it's still a hassle and a problem.
Aside from the issues of taste, you made some other good points too of course (e.g. castle defense stats should be clearly shown from the selection list) but those I agree with fall under "there are tons of details to be learned, many of which aren't (well) documented, but part of the fun is the continuous and unending adventure of discovering the enormous quantity of details." PvK |
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Fyron, when will we get the score?
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Still have not decided yet...
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