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st.patrik January 28th, 2004 03:33 AM

Wish List
 
People that have been around for a while might remember this in it's earlier incarnation. I've reposted it with a less …abrasive… title. It's basically a gathering together of all kinds of suggestions for changes that different people have made in one place, rather than have them be scattered every which way in different threads. If you want something added/tweaked please post a reply with a description of your suggestion, and a summation small enough to fit in a bullet point (I hate summarizing what other people have written). I will try to post a fresh Version every week or so, if of course people keep adding things.

I have divided up the wish list into 4 sections: things that would be pretty simple to change, should the devs feel like it would be a good idea; changes which would require some extra work, but not a ton; changes which would require significant work (and thus are unlikely to happen); finally bigger picture balance considerations. This Last Category is for more sweeping considerations than a specific feature addition or change, and for general improvements.

If I missed something I apologize in advance.

1. Tweaks/Easy changes to implement
• Darker colours/textures in unit displays [to make sprites easier to see/look better]
• Alignment of stats in unit info screens [i.e. in a column]
• Pre-made pretenders for new players
• New player 'get started' guide
• Quick start game for new players
• End/quit/save/host button remake [so that 'end turn' takes you directly to next turn]
• Bless effects displayed when creating a pretender's magic
• Actual effects of scales explained when creating a pretender's scales
• Line between commanders and regular units in recruitment screen
• Titles in recruitment screen for unit section and commander section
• More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.)
• Able to quit battles using ESC
• When selecting commander from F1 screen, have the commander be highlighted when it jumps to him
• X axis labeled in score overview graph
• Message in top left when Commander is killed in battle
• When you win/lose a game, instead of exiting the program, get brought back to main menu
• Show undead and magic leadership in unit info screen (e.g. 25/0/10)
• Soldiers with "guard commander" orders fire missiles if a target is within range
• Link from nation overview (F1) to recruitment screen in each province
• Show resource usage in nation overview [so that you can see at a glance which provinces aren't being used to their full potential]
• Warning colours in nation overview (e.g. red for supply usage when higher than supply availability, etc.)
• Allow finer adjustment of map richness levels
• Add "Cast Monthly Ritual" to commander orders list
• Increase accuracy of Evocation spells - if necessary reduce damage to balance
• Change strategic move to 2 for HI and increase the 'cost' of moving through difficult terrain for HI [net effect: LI can move through difficult terrain quicker than HI]
• Research estimate in recruit screen should reflect research with current drain scale
• In enemy/indie province screen, link unit names to description (even if it is just generic)
• prevent blood slave harvesting in provinces where no chance exists to get slaves (pop too low), and show estimated blood harvest for each mage
• Combine Blood Harvest reports into one, linking to each commander
• When using the "N" key to cycle through commanders and a commander in a group gets selected, select the whole group of commanders.
• When a magic site is found, include the level required to find it in the site info window
• Right-click should bring up commander details in gem-transfer screen (as it does everywhere else).
• Seasonal autobid for mercs, like in Dom I
• Default bid price on mercs should not reset itself to the asking price
• Clearer distinction between province and global gold stats
• Net kingdom gem and gold income displayed in F1 screen
• Autoarrange commanders alphabetically by type, then name
• Confirmation screen for 'throw item away'
• Change order of game creation: first choose scenario, then number and types of player etc.

2. Additions of relatively minor features
• Battle results (i.e. list of casualties) when storming a Castle
• '?' accessible on main menu (i.e. as a button)
• Research point 'lock' for schools of magic
• Random nation AI opponents
• Map and Scenario triggers [not sure where this was mentioned]
• Ability to rename commanders, or at least add epithets
• Enhanced start (starting with more than one province)
• Ability to close screens without having to scroll down or press ESC (e.g. Windows-style [x] or 'Exit' button below instead of at the end of scroll-lists)
• Names of units in addition to icons in recruitment/deployment screens
• Detailed breakdown of mixed squads in deployment screen
• Detailed lists of losses (most importantly commanders)
• Right-clicking commander in main screen gives you list of troops under his command
• Build queue for commanders (even though there is only one recruitable per month)
• Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen
• Build queue doesn't charge you for units which won't be built that turn
• Ability to turn off pre-battle zoom animation
• Number of local defense force killed show up on battle report (even though they're automatically replaced)
• Ability to enter new subscreen (F1, recruitment, etc.) without ESCaping out of the current one
• Hostile borders different colour than province borders within your nations [don't know if this is possible]
• Prevent redundant site searching [or have a message like the "preaching cannot be used to raise the dominion of this province any higher" message]
• When game ends prompt for deletion of game file
or
• When game ends, automatically delete game file
• Ability to toggle on/off battle grid in squad positioning screen
• New Command for missile units: Hold or Fire
• Keyboard selection (hotkeys or something else) for every command available with mouse
also including:
• Keyboard command to select next commander within province, even if he already has orders.
• Ability to scroll lists with arrow keys instead of mouse
• Keyboard interface for research screen
• Keyboard command to cycle through friendly provinces
• Expanded gem-transfer screen, showing more than 2 commanders
• Label in nation overview identifying province types [feudal, amazons, etc.], and therefore the troops recruitable there
• Ability to cycle through recruitment screens without exiting to main map
• Add separate gold richness and resource richness settings for new games
• Add tactical "Cast Support Spells", "Cast Summon Spells", and "Cast Attack Spells" commands
• New unit command: Fire and Retire. missile units fire a couple of rounds, then retreat to behind the main battle-line
• Supply bonus for a certain number of LI/LC - in accordance with their role as foragers
• Compress trn files for Online play
• Allow changing pretender in design screen
• In battle screen, link spell casting notification to spell description
• Special Guard commander order "Surround Body Guard":Auto position body guards encircling the commander
• New Order in map screen "Collect Gems/Slaves" - collects all the gems/slaves held by any commanders in a province, and gives them to the selected commander
• New battle order "Hold or Cast Spells"
• Show actual adjustments to stats from fatigue (ie 0 defense, half armour, etc)
• More detailed list of combat losses
• Military info for hostile provinces displayed on main screen

3. Additions of relatively major features
• SP diplomacy
• Increased battle replay functionality (various speeds, etc.)
• Ability to store more than one god for each nation
• Modability
• Search function for items on commanders
• Battle Sim
• Enabling/disabling spells [being able to indicate which spells your mage should pick from]
• Translucent filters for map instead of icons (for dominion strength, production, province defense, etc.)
• Rework of province defense
• Different types of battle terrain

4. Balance considerations
• Improve Strategic AI
• Less focus on supercombatants
• More regrowth possibilities / less emphasis on population death
• Greater 'bless' effects [e.g. starting at an earlier level (lvl 3?), increasing exponentially rather than by addition (1,2,4,8 vs. 2,3,4,5), magic cheaper in general, etc.]
• Reduce effectiveness of artillery-like spells (esp. in hostile dominion), or provide counters
• More global enchantments

January 28th, 2004 05:24 AM

Re: Wish List
 
Please use this thread for all your 'requests', 'please change', 'this would be good', 'I have a suggestion', 'man this sucks', and various other items of interest that tend to clog the board.

Saber Cherry January 28th, 2004 07:35 AM

Re: Wish List
 
Oh, yay, you're alive=) Patty, I mean, not Zen http://forum.shrapnelgames.com/images/icons/tongue.gif

Arralen January 28th, 2004 08:38 AM

Re: Wish List
 
4. Balance considerations
• Less focus on supercombatants
• More regrowth possibilities / less emphasis on population death


You can achieve this with the modding tools already at hand - simply multiply gold, ressource and supply production of provinces and growth per scale at least by 2.

I agree, though, that it would be great to have the option set pop growth with a growth scale of "0", maybe fixed to the equal of 1 scale of growth, so that a death-1 dominion will cancel all growth. I suggest there are diminishing returns from growth as the population nears "starting pop"*2 - shouldn't be too difficult to implement.

A.

[ January 28, 2004, 06:39: Message edited by: Arralen ]

Gandalf Parker January 28th, 2004 03:53 PM

Re: Wish List
 
My wishlist mostly is for hosting things for the web-based gameserver project. (side note, anyone want to start a 3rd party wishlist?)

a "start game and quit" switch, even better if it works in text-mode

a --preexec switch for making backups or keeping a list of who didnt do turns

increase the --statfile or add a new switch to export scoreBoards (and maybe a provinces owned list? and maybe all Messages?)

a gameserver-only mode which doesnt load all the librarys/graphical/sound so that you can run more tcpip games on one machine would be nice. But I know that would be a major thing. Probably a Dom3 thing.

commandline switches for the MapEditor things so they can be done in a text-mode do-and-quit script. Also probably a Dom3 thing.

[ January 28, 2004, 14:23: Message edited by: Gandalf Parker ]

rabelais January 28th, 2004 08:29 PM

Re: Wish List
 
[Edit: Originally Magic Items we'd like to see...]

Let me preface by saying I love this game and am deeply indebted to illwinter and this board for giving me such a horribly effective timesink.
http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

I looked for the suggestion thread, but can't seem to find it, please merge if appropriate.

Here's my list. Add your own...

1.Items that give leaders (and potentially (all?) followers) move through terrain x (forest, mountain, etc) intrinsic.

1b) Items that enhance strategic movement for an entire squad/army.

2. More precision enhancing items than one cursed semi-boobytrapped affliction inducing misc.

3. Income producing items (Forgable!)

4. have shrouds reduce upkeep (this true already?)

5. Items that affect each domain scale locally

6. More magic boosters, outside of astral they are IMHO too rare. (all fire boosters helmets? why?)

P.S. I'm definutely in favor of the pocket lab someone mentioned earlier! Great idea!


Rabe the Fantastically Accessorized

Adept January 30th, 2004 04:56 PM

Re: Wish List
 
The bonus effects of water magic are too weak. Complete the list:

Fire: attack bonus
Air: accurasy bonus
Earth: armour bonus
Water: defence bonus
-------------

Currently water only gives a really puny ability of water breathing for 1 unit / power level. This is almost meaningless, and certainly not in par with the other bonus effects.

It would be neat to have the defence option anyway, and this would balance the water dragon with the fire dragon. Currently the fire dragon is a much fiercer beast because of the automatical attack bonus.

The water breathing could parhaps be changed so that any water mage can enter the sea, but not take anybody with him. It's not all that important.

Parhaps an air mage could exit the sea, if aquatic, to balance this.

Ed Kolis January 30th, 2004 11:59 PM

Re: Wish List
 
I would like to see a log message when one of my mages forges a magic item. Too often I forget I ordered him to (especially in multiplayer!) and I send someone off into battle only to have him get slaughtered because he didn't equip some crucial magic item that is now lying around in the treasury... http://forum.shrapnelgames.com/image...s/rolleyes.gif

PvK January 31st, 2004 03:24 AM

Re: Wish List
 
Quote:

Originally posted by rabelais:
...

6. More magic boosters, outside of astral they are IMHO too rare. (all fire boosters helmets? why?)

...

<font size="2" face="sans-serif, arial, verdana">Not all fire boosters are helmets.

PvK

asparagus January 31st, 2004 05:15 AM

Re: Wish List
 
How 'bout an expansion? with 50 additional nations, 100 additional pretenders, spells, artifact and so on and so fort....

It's just a wish.... but hey, isn't this why this computer game was inspired for?

quantum_mechani January 31st, 2004 05:29 AM

Re: Wish List
 
On the subject of magic items, I was thinking of a Rainbow Vase which changes a commander's gems into other random types. It might take Water, Fire and Earth to forge. Infact, a magic site along the lines of a 'Great Kiln' where you can recruit potter mages with one each of those elements might be interesting as well.

Gateway103 January 31st, 2004 07:58 AM

Re: Wish List
 
I made a suggestion about a Tournament feature, which was inspired by the Arena Death Match event. Anyway, since the current system can't be modded to support this feature, I guess it belongs here.

Since there weren't any actual discussion on this idea in the original thread (which was about Death Match really), and the fact that I don't like cross-linking Posts, as they can get convoluted and troublesome, hence I'll just copy my original post below.

Note, however, if anyone wants to discuss this little idea of mine, it would be preferrable to open a new thread for it, so as not to side-track the original thread or this thread much.

Anyhow, here it is, sorry for the long post.
--------------------
Here is a spin-off thought,

How about a random or annual event where you can host an tournament for your own people?

Here is how it might work.
- you get a notice about the possibility of hosting such a tournament.

- the catch is that you need to pay gold & gem. You may also get to choose how big a tournament and what kind of tournament to host, which affects how much gold & gem you need to pay, perhaps even the type of participants allowed.

- the participants will mostly be your own leaders, the Pretender can't participate. You can send up to 4 of them (or some other number depending on the size of tournament you decided to pay for)

- in addition to your participants, up to 4 other independent leaders (not to be confused with Bogus and other scripted ones) of types that are recruitable anyway on the map will also participate (again, depend on how much resources you pay to "invite" them.) Their skill level will also depends on the type and size of tournament (can't really expect a powerful mage to come to your little "show" in your backyard)

- the participants don't fight each other, but against generated "target" (one of the reasons you pay gold & gem) that may or may not retaliate and/or rout. In the case of non-retaliating target, they may have such high HPs (and non-routabl) that failure to destroy them in 40 turns will result in participant routing and thus lose.

- Alternate thought, to prevent your units from dying, could make all targets non-routable, non-retaliating constructs, but may force the kind of weapons/attacks allowed (e.g. "Archery" section may allow all leaders to participate, but they are momentarily given a kind of bow and have the "Fire" override command assainged to them)

- winning participants are cycled to next "battle" where they face harder targets. do this for a number of times depending on the event you choose to host.

- Alternate thought 2, instead of losing and be disqualified, perhaps leaders can be assigned winning points on the # of targets they destroyed in battle round. But this would require a bit mroe extra coding work. So you tally all the points to determine the final winner.

- any participants suriving all the rounds are declared winners, and gain extra exps. (different scheme than Alternate thought 2)

- regardless of winning or losing, all participants gain extra exp just for participating.

- the best part, you may get to keep some or all of the participating independent leaders. The chance may depend on how well your leaders performed (a "wow! I sure can learn something from them" inspiration effect perhaps), the type of events you hosted (how big/impressive it is, which also mostly affect the quantity & quality of independent participants), and some other things. Should an independent participant be willing to join, he/she/it will ask for a price depending on their qualities and if they won or not. If you opt to pay, the paid leaders became yours permanently and appear in your capitol the next turn.

Anyway, this is a very rough idea to creates a spin-off event that more players may find interesting/fun/useful (getting a mage not in your national path and not recruitable can be really beneficial).

Hope you guys like the idea.
----------

-Gateway103

rabelais February 1st, 2004 08:46 AM

Re: Wish List
 
two problems I know about.

Fliers set on "fire" don't bother flying to get in range.

Some sacred units (e.g. Black hunters) have no souless analogue and are therefore denied the benefits of the death-9 bless effect.


Rabe the Helpfully Carpish

olaf73 February 1st, 2004 07:03 PM

Re: Wish List
 
Nice list there.

olaf

Adept February 1st, 2004 09:44 PM

Re: Wish List
 
Ok, another wish:

There should propably be spell for curing battle afflictions. Nature power 3 parhaps and research level 4+ alteration (if that was where the other healing spells are).

With a reasonable casting cost of 10+ nature gems one wouldn't waste it on just anybody, but it doesn't seem right that the arco can heal their large fighting monsters easily, while the grail is the _only_ way for the rest.

As a side thought there should propably be an eye of seeing. It's just too cruel to have a blinded cyclops with no way of curing him.

For some reason this also got me thinking about an artifiscial brain, like the one suggested for Arthur Dent in the Hitchiker's Quide. http://forum.shrapnelgames.com/images/icons/icon12.gif

February 1st, 2004 10:22 PM

Re: Wish List
 
The Grail is not the only other way, you can cast Gift of Health to cure afflictions on all your units.

Though a lesser 'Health' spell might be nice. If it was high enough on either magical path, or school so that you can't have your SC's go around casting it all the time.

quantum_mechani February 2nd, 2004 04:12 AM

Re: Wish List
 
Another wish list item: Give the Freak Lord a bonus when casting cross breeding.

rabelais February 2nd, 2004 04:26 AM

Re: Wish List
 
Quote:

Originally posted by quantum_mechani:
Another wish list item: Give the Freak Lord a bonus when casting cross breeding.
<font size="2" face="sans-serif, arial, verdana">Freak lord is already significantly better than the vanilla archmage. Trample and +3 devense for 10 points? (*extra misc slot?*)Gimme.

I like the idea of a crossbreeding bonus, but we need to help the weaker pretenders.

Actually increasing flavor among the rainbow humans would be very welcome.

Does *anyone* use a non-dragon master druid/frostfather? or a crone? Icky.

Rabe the Minimax Maven.

Graeme Dice February 2nd, 2004 04:30 AM

Re: Wish List
 
Quote:

Originally posted by rabelais:
Freak lord is already significantly better than the vanilla archmage. Trample and +3 devense for 10 points? (*extra misc slot?*)Gimme.
<font size="2" face="sans-serif, arial, verdana">I can't imagine that anyone would ever put a rainbow mage into melee combat.

Quote:

I like the idea of a crossbreeding bonus, but we need to help the weaker pretenders.
<font size="2" face="sans-serif, arial, verdana">The archmages are definetly some of the weaker pretenders.

Quote:

Does *anyone* use a non-dragon master druid/frostfather? or a crone? Icky.
<font size="2" face="sans-serif, arial, verdana">A master druid is great for when you don't people to be able to find your fragile pretender and kill him with spells.

PhilD February 2nd, 2004 08:29 AM

Re: Wish List
 
Quote:

Originally posted by rabelais:


Does *anyone* use a non-dragon master druid/frostfather? or a crone? Icky.

Rabe the Minimax Maven.

<font size="2" face="sans-serif, arial, verdana">I do, rather often. I like to play Rainbow Mages in solo, and I'm not alsways picking a Great Sage. Though I admit, my attempt at using a Master Druid to capitalize on Vine bonus wasn't a great success http://forum.shrapnelgames.com/images/icons/icon7.gif

GhostHawk February 2nd, 2004 11:19 PM

Re: Wish List
 
First of all, I would like to say how much I really enjoy this game and look forward to spending many more hours on it. In a very short period of time it has become one of my Favorites along side MOM, the old Warlords classic and the old Heroes of M&M.

One additional feature that would make this game more enjoyable would be to the way the ‘Hall of Fame’ assigns a special attribute to a Hero. If there would be some way for the player to pick which ‘special attribute’ was rewarded or to pick a list, from which one would be randomly assigned. I am very tired, of having my mages get combat heroic abilities (increase attack, etcetera) and my Hand-to-hand warriors getting Precision increases...

Thanks

Bowlingballhead February 2nd, 2004 11:27 PM

Re: Wish List
 
I'd be happy for anybody to get a precision bonus. Rod of fireballs, ho!

But yeah, most of the time a hero gets one of those bonuses and I'm thinking 'Well, that was useless.'

General Tacticus February 3rd, 2004 05:40 PM

Re: Wish List
 
Quote:

Originally posted by GhostHawk:
First of all, I would like to say how much I really enjoy this game and look forward to spending many more hours on it. In a very short period of time it has become one of my Favorites along side MOM, the old Warlords classic and the old Heroes of M&M.

One additional feature that would make this game more enjoyable would be to the way the ‘Hall of Fame’ assigns a special attribute to a Hero. If there would be some way for the player to pick which ‘special attribute’ was rewarded or to pick a list, from which one would be randomly assigned. I am very tired, of having my mages get combat heroic abilities (increase attack, etcetera) and my Hand-to-hand warriors getting Precision increases...

Thanks

<font size="2" face="sans-serif, arial, verdana">On the other hand, that makes the one that get the really cool bonus such a pleasant surprise : valor or awe on your main troop leader for example, or quickness ona combat mage...
I once had a Ulmian commander get "bellow" on turn 3 on the World War scenario. I carefully kept him in the hall of fame, by turn 40 he was up to Cause Fear (+18) IIRC.
On turn 41, the game crashed. I suspect that the fact that Ermor had 10 times the combined number of troops of all the other nations, several thousands of them by my crude estimate, might have something to do with it. I should have moved sooner against them, but I was in no hurry, and I had unfinished business elsewhere. I was not worried, not with my huge income and my 30 temples ready to crank up the priests at any time http://forum.shrapnelgames.com/images/icons/icon7.gif Next time I won't wait so long !

Back to the point : I think letting the player choose would be less fun; but I could go with a system where the player can choose one of the common upgrade (attack, defense, toughness, endurance) or try to get lucky and draw one of the less common ones (valor, awe, fear, ...) by choosing at random.

[ February 03, 2004, 15:47: Message edited by: General Tacticus ]

Gandalf Parker February 4th, 2004 03:22 PM

Re: Wish List
 
Id like to add an item to the wish list. I wish the alliance command would work for humans.

Having just gotten a new game I realized there is something I love seeing in other games which Dom2 lacks. For those of us who love to solo play but still do it badly (or at least start out that way) I like to fight the "click fest" by having an AI on my side. The alliance command now will let you set 2 AI's to not attack each other but automatically doesnt work if its a human player. Hmmm I can see that as useful, so maybe a new command such as #HumAlly 1 2 which will tell 1 and 2 to be allies whether its computer player or not.

Adept February 5th, 2004 02:12 AM

Re: Wish List
 
Winemen & Wine ogres. These are thematically cool and interesting, but they just don't work.

It's the classic problem. They aren't worth the mage's time. If one could get 10+ vinemen at a time (for 5+ gems, of course) they would propably be back in the running. I once tried to bace a Pangaea strategy on these creatures in a multiplay, and there is no way for it to work at the present.

In a related topic there should be a few more fortress types.

When playing Pangaea I'd love the have some different options for a fort. Not necessarily a fotress at all, but something to get an admin rate without littering the forest with constructs of stone.

Something like "Stone Circle" => "Sacred Glade" => "Forest Heart"

One of those, Forest Heart parhaps, would get high admin 40 or even 50, but offer no protection at all. (An unwalled city would be interesting as a general choise).

The others would be more like the traditional forts. Propably low in defence but high in admin.

An earth works would parhaps be the most fortlike thing that would still seem right.

Ed Kolis February 5th, 2004 04:43 AM

Re: Wish List
 
There really ought to be a map filter for labs like there is for forts and temples, given that you can cast ritual spells, forge items, and recruit mages only at a lab. http://forum.shrapnelgames.com/images/icons/icon9.gif

Also, why does the game "forget" what magic sites are in a province once you no longer control it? (i.e. they are no longer displayed when you right-click the province) The magic sites are still there; they should show up so you remember that the province is important and why! http://forum.shrapnelgames.com/images/icons/tongue.gif

edit: oh yeah, a few things about battle reports and replays too...

The local defense ought to show up in the battle report; it's really kind of disconcerting (esp. to newbies!) to see a report that 50 forces were defeated by 3, only to have to go to the replay and find that there were REALLY 100 enemy units because of the local defense! http://forum.shrapnelgames.com/images/icons/shock.gif

There is no victory point score graph? Seems rather essential to me http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 05, 2004, 02:47: Message edited by: Ed Kolis ]

johan osterman February 5th, 2004 04:53 AM

Re: Wish List
 
Quote:

Originally posted by Ed Kolis:
...
There is no victory point score graph? Seems rather essential to me http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">There is s a victory point score graph if you play with victory points, victory requirement is denoted by a grey line, if you play with dominion or number of provinces victory they grey line will appear in the appropriate graph window.

moodgiesanta February 5th, 2004 11:18 AM

Re: Wish List
 
All I want is a Mictlan theme that follows the Lawgiver or whatever he is called in the country description, where the ruler outlawed blood sacrifices. I'd do it myself, but I don't know how to turn off the funny rules for dominion for Mictlan. Maybe I'll just overwrite another country with Mictlan 2.

Hmm . . .

st.patrik February 20th, 2004 04:56 AM

Re: Wish List
 
Since Version 2.08 is out, and several items on this list have been now taken off, I thought it would be a good idea to bring this to the fore again. I confess I didn't want to because there are just so many suggestions and some of them wouldn't be supported by everyone anyways. but what the hell.

First here are the things which have been taken off the list because they have been implemented. Way to go Illwinter for listening to your fans http://forum.shrapnelgames.com/images/icons/icon7.gif

Implemented !
• Ability to rename commanders, or at least add epithets
• Enhanced start (starting with more than one province)
• Modability [large strides made]
• New player 'get started' guide [thanks to Bruce Geryk]
• Improve Strategic AI [continuing project]
• --preexec switch

of course they did a lot more than these changes, but these were the ones on this list previously. Thanks Illwinter.


Here's the rest of the list. I've changed the organization of stuff some:

Recent Suggestions
• Various web-based gameserver requests from Gandalf, including:
'start game and quit' switch
--preexec switch
switch to export scoreBoards
gameserver only mode
commandline switches for Map Editor
• More Items (see Rabelais' post for more info)
• Message when a mage forges an item
• Gateway's Tournament Idea (see below for details)
• Freak Lord should get a cross-breeding bonus
• Alliance possible between Human and AI, rather than just between AIs (note this is different from the requests below for diplomacy)
• 'Lab' filter for main map (like fortress and temple)

Interface Changes
• Darker colours/textures in unit displays [to make sprites easier to see/look better]
• Alignment of stats in unit info screens [i.e. in a column]
• Bless effects displayed when creating a pretender's magic
• Actual effects of scales explained when creating a pretender's scales
• Line between commanders and regular units in recruitment screen
• Titles in recruitment screen for unit section and commander section
• Able to quit battles using ESC
• When selecting commander from F1 screen, have the commander be highlighted when it jumps to him
• X axis labeled in score overview graph
• Message in top left when Commander is killed in battle
• Show undead and magic leadership in unit info screen (e.g. 25/0/10)
• Link from nation overview (F1) to recruitment screen in each province
• Show resource usage in nation overview [so that you can see at a glance which provinces aren't being used to their full potential]
• Warning colours in nation overview (e.g. red for supply usage when higher than supply availability, etc.)
• Research estimate in recruit screen should reflect research with current drain scale
• In enemy/indie province screen, link unit names to description (even if it is just generic)
• prevent blood slave harvesting in provinces where no chance exists to get slaves (pop too low), and show estimated blood harvest for each mage
• Combine Blood Harvest reports into one, linking to each commander
• When using the "N" key to cycle through commanders and a commander in a group gets selected, select the whole group of commanders.
• When a magic site is found, include the level required to find it in the site info window
• Right-click should bring up commander details in gem-transfer screen (as it does everywhere else).
• Seasonal autobid for mercs, like in Dom I
• Default bid price on mercs should not reset itself to the asking price
• Clearer distinction between province and global gold stats
• Net kingdom gem and gold income displayed in F1 screen
• Autoarrange commanders alphabetically by type, then name
• Confirmation screen for 'throw item away'
• '?' accessible on main menu (i.e. as a button)
• Ability to close screens without having to scroll down or press ESC (e.g. Windows-style [x] or 'Exit' button below instead of at the end of scroll-lists)
• Names of units in addition to icons in recruitment/deployment screens
• Detailed breakdown of mixed squads in deployment screen
• Battle results (i.e. list of casualties) when storming a Castle
• Detailed lists of losses (most importantly commanders)
• Right-clicking commander in main screen gives you list of troops under his command
• Build queue for commanders (even though there is only one recruitable per month)
• Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen
• Build queue doesn't charge you for units which won't be built that turn
• Ability to turn off pre-battle zoom animation
• Ability to enter new subscreen (F1, recruitment, etc.) without ESCaping out of the current one
• Prevent redundant site searching [or have a message like the "preaching cannot be used to raise the dominion of this province any higher" message]
• When game ends prompt for deletion of game file
or
• When game ends, automatically delete game file
• When you win/lose a game, instead of exiting the program, get brought back to main menu
• Ability to toggle on/off battle grid in squad positioning screen
• Keyboard selection (hotkeys or something else) for every command available with mouse
also including:
• Keyboard command to select next commander within province, even if he already has orders.
• Ability to scroll lists with arrow keys instead of mouse
• Keyboard interface for research screen
• Keyboard command to cycle through friendly provinces
• Expanded gem-transfer screen, showing more than 2 commanders
• Label in nation overview identifying province types [feudal, amazons, etc.], and therefore the troops recruitable there
• Ability to cycle through recruitment screens without exiting to main map
• Allow changing pretender in design screen
• In battle screen, link spell casting notification to spell description
• Show actual adjustments to stats from fatigue (ie 0 defense, half armour, etc)
• Military info for hostile provinces displayed on main screen
• More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.)
• Add "Cast Monthly Ritual" to commander orders list

Feature Tweaks
• Greater 'bless' effects [e.g. starting at an earlier level (lvl 3?), increasing exponentially rather than by addition (1,2,4,8 vs. 2,3,4,5), magic cheaper in general, etc.]
• Change order of game creation: first choose scenario, then number and types of player etc.
• Special Guard commander order "Surround Body Guard":Auto position body guards encircling the commander
• Increase accuracy of Evocation spells - if necessary reduce damage to balance
• Allow finer adjustment of map richness levels
• Add separate gold richness and resource richness settings for new games
• Change strategic move to 2 for HI and increase the 'cost' of moving through difficult terrain for HI [net effect: LI can move through difficult terrain quicker than HI]
• Soldiers with "guard commander" orders fire missiles if a target is within range

New Features
• Pre-made pretenders for new players
• Quick start game for new players
• Research point 'lock' for schools of magic
• Random nation AI opponents
• Map and Scenario triggers [not sure where this was mentioned]
• New Command for missile units: Hold or Fire
• Add tactical "Cast Support Spells", "Cast Summon Spells", and "Cast Attack Spells" commands
• New unit command: Fire and Retire. missile units fire a couple of rounds, then retreat to behind the main battle-line
• Supply bonus for a certain number of LI/LC - in accordance with their role as foragers
• Compress trn files for Online play
• New Order in map screen "Collect Gems/Slaves" - collects all the gems/slaves held by any commanders in a province, and gives them to the selected commander
• New battle order "Hold or Cast Spells"
• Increased battle replay functionality (various speeds, etc.)
• Ability to store more than one god for each nation
• Search function for items on commanders
• Battle Sim
• Enabling/disabling spells [being able to indicate which spells your mage should pick from]
• Rework of province defense
• Different types of battle terrain

Vague Suggestions
• Less focus on supercombatants
• More regrowth possibilities / less emphasis on population death
• Reduce effectiveness of artillery-like spells (esp. in hostile dominion), or provide counters
• More global enchantments

Questionable Suggestions
• SP diplomacy
• Number of local defense force killed show up on battle report (even though they're automatically replaced)
• End/quit/save/host button remake [so that 'end turn' takes you directly to next turn]
• Hostile borders different colour than province borders within your nations [don't know if this is possible]
• Translucent filters for map instead of icons (for dominion strength, production, province defense, etc.)

These Last suggestions are labeled 'questionable' either because there is/was debate about them, or because they just plain aren't possible the way Dom II works, or finally because they seem questionable (quite subjectively) to me http://forum.shrapnelgames.com/images/icons/icon12.gif

If people have suggestions/feedback, post here and maybe one day I'll update the list. Posting suggestions succinctly with bullet points will make this more likely http://forum.shrapnelgames.com/images/icons/tongue.gif

Arryn February 20th, 2004 05:13 AM

Re: Wish List
 
I find that the single most annoying UI issue is not being able to use the PageUp/PageDown keys when viewing scrollable lists, or being able to click on a scrollbar and have the view jump up or down to that point. These are very basic windowing UI concepts.

EDIT: in Patrik's list he mentions arrow keys for doing this. My suggestion is in addition to that.

[ February 20, 2004, 03:16: Message edited by: Arryn ]

rabelais February 20th, 2004 05:16 AM

Re: Wish List
 
I would like to suggest that upkeep be changed to

(sum of costs/15)[normal]+
(sum of costs/30) [sacred]

rather than having the upkeep getting rounded on a per unit basis.

Given the alleged rounding up, the current system radically changes the costs of units over certain cost thresholds.

Ideally summonables that had an upkeep cost would display that cost in their unit info...

Even more ideally there could be an upkeep "page" where costs are shown:

123 longbowmen@12gp ---> 1476/15 upkeep= ~98gp

This would add the possibility of other kinds of upkeep than gold...particularly powerful summons costing gems/slaves to maintain, for example.

Rabe the Moddish Accountant

Graeme Dice February 20th, 2004 05:30 AM

Re: Wish List
 
Quote:

Originally posted by Arryn:
EDIT: in Patrik's list he mentions arrow keys for doing this. My suggestion is in addition to that.
<font size="2" face="sans-serif, arial, verdana">You can use a mouseweel however, which is probably why I didn't realize that the pgup/pgdn keys didn't work.

February 20th, 2004 06:10 AM

Re: Wish List
 
Quote:

New battle order "Hold or Cast Spells"
<font size="2" face="sans-serif, arial, verdana">I believe there is one at current, or is this some sort of modified one.

st.patrik February 20th, 2004 07:19 AM

Re: Wish List
 
Just in case anyone isn't clear about this - these aren't all MY suggestions; rather these are a collection of suggestions made by lots of people since the game came out. This thread is a forum for airing suggestions.

Zen: there is a command 'hold or cast spell'. I think what was meant by the suggestion is a once-for-all command like 'fire and flee' rather than something you have to click 5 times and then choose something else. However, I might be completely wrong about that - I have no idea who suggested that in the first place.

Vicious Love February 20th, 2004 08:02 AM

Re: Wish List
 
Wee lickle suggestion, why not ignore bodyguards when determining whether "all troops" have been routed?
As things presently stand, bodyguards are more likely to get a commander killed than actually save him, as all of your commanders remain on the battlefield to face whatever chased off your entire army.
Another annoyance along these lines crops up in commander-based battles, that is, battles with only commanders on one side, no regular troops. Suppose you teleport a dozen or so Demonbred into a virtually undefended province in an enemy's hinterlands. Further suppose that one of these Demonbred has Lifelong Protection.
First round of combat, your flying ubermages square off against a handful of militia, two or three imps fly out to harry the poor bastards, the imps are killed, your Demobred flee and, finding nowhere to retreat, inexplicably drop dead.
I suppose a simple enough fix might be to ignore routing battle summons unless there were already ordinary troops on the field, but I can see how this solution might screw up much more than it fixes. Tricksy.

Update: Whoops, kind of in a rush, forget to actually put this down in the requested format, after explaining it at length.
*ahem*

*Bodyguards ignored when determining whether all regular troops have routed

*Commanders only rout when "all regular troops have been routed" if their side had regular troops on the battlefield to begin with.

Cumbersome phrasing, but what can ya do?

[ February 20, 2004, 06:11: Message edited by: Vicious Love ]

tinkthank February 20th, 2004 09:31 AM

Re: Wish List
 
Is there any reason why TWO "wish list" threads are up and running? COnfused where to post and read. Can we merge them?

st.patrik February 20th, 2004 06:28 PM

Re: Wish List
 
Quote:

Originally posted by tinkthank:
Is there any reason why TWO "wish list" threads are up and running? COnfused where to post and read. Can we merge them?
<font size="2" face="sans-serif, arial, verdana">It's probably because I've been so lax about keeping this one current. Apologies. I don't mind what happens with the lists - no rivalry here, just trying to provide a helpful resource.

Arryn February 20th, 2004 06:32 PM

Re: Wish List
 
Quote:

Originally posted by st.patrik:
It's probably because I've been so lax about keeping this one current. Apologies. I don't mind what happens with the lists - no rivalry here, just trying to provide a helpful resource.
<font size="2" face="sans-serif, arial, verdana">Why should you apologize for being helpful? It's the other fellow, who began a similar thread without first doing a topic search (which would have discovered this thread), that's confused Tinkthank ... http://forum.shrapnelgames.com/images/icons/icon12.gif

Vicious Love February 20th, 2004 07:05 PM

Re: Wish List
 
Quote:

Originally posted by Kristoffer O:
IIRC bodyguards are ignored
<font size="2" face="sans-serif, arial, verdana">Wuzza? But how come...? I mean, in my game, I thought...

Everything's shifting ...

If it turns out I was non-pharmacologically stoned off my flaw-finding *** when I lost those Seraphines, methinks I shall be sorely disappointed.

Vicious Love February 20th, 2004 07:09 PM

Re: Wish List
 
Quote:

Originally posted by Arryn:
It's the other fellow, who began a similar thread without first doing a topic search
<font size="2" face="sans-serif, arial, verdana">On top of that, my viceroy thread's swiftly becoming a general-purpose micromanagement wishlist. Oh, the humanity, the roiling, bubbly humanity.

Arryn February 20th, 2004 07:20 PM

Re: Wish List
 
Quote:

Originally posted by Vicious Love:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Arryn:
It's the other fellow, who began a similar thread without first doing a topic search

<font size="2" face="sans-serif, arial, verdana">On top of that, my viceroy thread's swiftly becoming a general-purpose micromanagement wishlist. Oh, the humanity, the roiling, bubbly humanity. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hehe, I was actually referring to Zen's wishlist thread. http://forum.shrapnelgames.com/images/icons/icon12.gif

Aikamun February 21st, 2004 01:55 AM

Re: Wish List
 
My one wish (so far).

I would like to be able to recruit the original troop types of a captured fortress. The first time I captured Machaka as Jotunheim, my hope was to produce spider knights. But, no, my Jotuns had completely eradicted the original inhabitants. Gods look for recruits in all shapes and sizes, so I doubt they would view all other races as not being able to contribute. Maybe not be able to recruit another nation's sacred troops, since they are more devout to the deposed god. Different recruits would also increase strategic depth. This could be provided as an option at game start-up.

Thanks,
Aikamun

PvK February 21st, 2004 02:06 AM

Re: Wish List
 
I think it should be an option, with some types still not available, especially the holy ones. Actually this is sort of how it is now, except that most aren't allowed. I know you can at least get some small hydras out of the Pythian capitol, for example. I'd like to see at least a few units available, at least when an option is selected. Having most/all seems like it should just be optional, though, because in general, wiping out an enemy or occupying their captitol for a while wouldn't mean you could raise armies just like they had done for themselves.

PvK

Kristoffer O February 21st, 2004 02:49 AM

Re: Wish List
 
>Originally posted by rabelais:
> I would like to suggest that upkeep be changed to

>(sum of costs/15)[normal]+
>(sum of costs/30) [sacred]

>rather than having the upkeep getting rounded on a per unit basis.

It already is (and has always been).

> Given the alleged rounding up, the current system radically changes the costs of units over certain cost thresholds.

> Ideally summonables that had an upkeep cost would display that cost in their unit info...

Valid point.

> Even more ideally there could be an upkeep "page" where costs are shown:

> 123 longbowmen@12gp ---> 1476/15 upkeep= ~98gp

> This would add the possibility of other kinds of upkeep than gold...particularly powerful summons costing gems/slaves to maintain, for example.

This possibility is not dependent on an "upkeep page". It is dependent on us adding stats and costs and implementation of gem upkeep. It has been given some thoughts, but no desicions has been made. We didn't want it when we first made the game. I'm not entirely sure why, but I believe we had some good reasons. One I do remember was that we wanted a distinction in the nature of summoned and recruited units. The current system makes for more summons in the late game.

> Rabe the Moddish Accountant

[ February 20, 2004, 12:50: Message edited by: Kristoffer O ]

Kristoffer O February 21st, 2004 02:53 AM

Re: Wish List
 
Quote:

Originally posted by Vicious Love:


Update: Whoops, kind of in a rush, forget to actually put this down in the requested format, after explaining it at length.
*ahem*

*Bodyguards ignored when determining whether all regular troops have routed

*Commanders only rout when "all regular troops have been routed" if their side had regular troops on the battlefield to begin with.

Cumbersome phrasing, but what can ya do?

<font size="2" face="sans-serif, arial, verdana">IIRC bodyguards are ignored

st.patrik February 21st, 2004 04:36 PM

Re: Wish List
 
Quote:

Originally posted by Aikamun:
My one wish (so far).

I would like to be able to recruit the original troop types of a captured fortress. The first time I captured Machaka as Jotunheim, my hope was to produce spider knights. But, no, my Jotuns had completely eradicted the original inhabitants. Gods look for recruits in all shapes and sizes, so I doubt they would view all other races as not being able to contribute. Maybe not be able to recruit another nation's sacred troops, since they are more devout to the deposed god. Different recruits would also increase strategic depth. This could be provided as an option at game start-up.

Thanks,
Aikamun

<font size="2" face="sans-serif, arial, verdana">There was a big discussion about this back in the fall IIRC. I was pushing the same idea you are suggesting, but people (inc. devs) thought it would take away from the uniqueness of each race. I can see their point I think - I wouldn't want an uber-nation who had all the best units and magics etc. Each race has its weaknesses, and that's a good thing IMHO.

Hozzy February 21st, 2004 05:13 PM

Re: Wish List
 
I Just got the game........Awesome!!

One thing that the game desperately need is a printed Unit Description Guide. Best to do it as a PDF that way if new units are added or deleted you could just sub or add a pages to your already printed copy, nothing fancy, the unit description screen would be perfect

Arryn February 21st, 2004 08:09 PM

Re: Wish List
 
Quote:

Originally posted by Aikamun:
I would like to be able to recruit the original troop types of a captured fortress.
<font size="2" face="sans-serif, arial, verdana">In addition to PvK's and Patrik's comments I'd like to add that if we could recruit another nation's unique troops, not only would the game lose some (or a lot) of it's current flavor, but Dom would then resemble Warlords and AoW too much.

Psitticine February 22nd, 2004 02:47 AM

Re: Wish List
 
I believe the idea of a printed unit list was discussed before publication. The problem is that with so many units, the cost would just be obscene. PDFs would be nice, but that was nixed because electronic documentation might increase the rate of piracy.

Arryn February 22nd, 2004 03:00 AM

Re: Wish List
 
Quote:

Originally posted by Psitticine:
PDFs would be nice, but that was nixed because electronic documentation might increase the rate of piracy.
<font size="2" face="sans-serif, arial, verdana">Which is peculiar, since IW appears to be supportive of Zen's (and others) efforts to publish the PDF documents you speak of. The Shrapnel site already hosts Zen's MIQR, and I have little doubt they'll also host his other docs when they are ready.

I think it's more accurate to say that IW hasn't done the documents themselves due to a lack of time and resources. They can work on the game, or work on the docs. I'm sure most of us prefer they spend their time on the game ... http://forum.shrapnelgames.com/images/icons/icon12.gif


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