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NTJedi October 5th, 2006 04:09 PM

Patch Improvements
 
First let me say Dominions_3 is wonderful... thanks so much for creating this treasure. Patch improvements are listed to increase the games playing value. These are not bugs, but feature improvements which would make the Dominions game more enjoyable.
I will try and keep this updated and easy to read with suggested improvements which are in greatest demand.


1) Multiple Victory Conditions would be intensely more interesting for multiplayer games allowing the option of more than one type of victory condition available.
Desired By: NTJedi, BigJMoney, Chazar, MythicalMino

2) Random Computer Allies Option would greatly make SP games more interesting for experienced SP gamers. This option would allow gamers to choose how many computer teams and the possible number of allies for each team.
example:
Computer Allies: Yes/No
Computer Teams: (1 thru 9)
Allies on each Team: Min(#) Max(#)

SP gamers would be more surprised and challenged instead of manually making the changes and knowing what to expect.
Desired by: NTJedi, DominionsFan

3) Mappers Wishlist = Author: Gandalf Parker

http://www.shrapnelcommunity.com/thr...o=&fpart=1

4) Modder's Wishlist = Author: DominionsFan

http://www.shrapnelcommunity.com/thr...o=&fpart=1

5) AI Opponents Bidding on Mercenaries= Allow computer opponents to wager wisely when buying mercenaries. Currently human opponents are able to acquire new mercenaries most of the time since computer opponents rarely place high bids.
Desired by: NTJedi, MythicalMino

6) New Troop Orders = Allow new troop orders such as "Fire until Retreats" where archers will target the enemy group with the greatest numbers and will stop using missle weapons when the enemy is fleeing thus reducing casualties from friendly fire.
Desired by: Leif_- , Agrajag, Amos, Chazar, Hadrian_II,

7) New Formations = Currently troops only have a square formation... other formations such as a triangle, straight line and rectangle would be useful.
Desired by: Leif_-, Chazar

8) Battle reports from Storming Castles= Some of the most important battles occur while storming a castle yet no reports are available. Battle reports for storming castles would be greatly appreciated.
Desired by: Taqwus, Cainehill, Agrajag, Amos, Fate, tka, Nerfix, MythicalMino, Hadrian_II

9) Grey-Out forging items which lack the resources = Have items greyed out or faded which lack the resources for building.
Desired by: Taqwus, Agrajag, Chazar, MythicalMino

10) Reset command orders for insane commanders = Currently insane commanders choose inapplicable orders, best if insane commanders stuck with last order or returned to default of defend.
Desired by: Taqwus, Cainehill, Agrajag, Hadrian_II

11) Castle/Fort status Provide a status for the building progress of castles/forts. When a builder is killed it's useful knowing the total progress. Perhaps adding the information within the F1 province window.
Desired by: Taqwus, Cainehill, Talleyrand, Fate, tka, MythicalMino

12) Have AI opponents avoid death scales when playing non-death nations.
Desired by: moodgiesanta, NTJedi

13) Provide wrap-around option for randomly generated maps.
Desired by: moodgiesanta, Agrajag, Chazar

14) Monthly casting spells target provinces more wisely. Monthly casting should target terrains with greater chances for magic sites first, unsearched provinces should be targeted before those which have been searched, and the spell should never target provinces with a matching level_4 or higher search and/or capitals.
Desired by: Tyrian, Twan, Nerfix, thejeff, Frostmourne27, Agrajag, Quietly, Hadrian_II

15) Have fleeing units stay in the province if the owner of the fleeing units is victorious.
Desired by: Dhaeron, Twan, Talleyrand, Agrajag, Amos, Chazar, MythicalMino, Hadrian_II

16) Function to allow the disabling of specific combat spells.
Desired by: Dhaeron, Ballbarian, NTJedi, Tortanick, Nerfix, Hadrian_II, Twan, Agrajag, Amos, Hadrian_II

17) Add a commander repeat previous commands This would allow a commander to repeat the same 4 or 5 spells previously scripted and/or allow a normal commander to fire then attack once then fire then attack once and so on.
Desired by: Dhaeron, Twan, Agrajag, Fate

18) Mouse-scroll and scroll-wheel zoom on the battle map.
Desired by: BigJMoney, DominionsFan, coobe, Talleyrand, Agrajag

19) Ability to "page" through unit statistics within a squad.
Example If a squad of 10 crossbowmen are assigned to a commander, and I right click one of those crossbowmen, I can view his statistics. I'd like to be able to use the arrow keys (or click an arrow icon) to instantly page to the next crossbowman in that squad.
Desired by: BigJMoney

20) Include feature to view overall status of commanders instantly via icon, hotkey and/or other.
Example Add these lines of small text somewhere:

Commanders: 40 [11]; Scouts: 5 [2]; Mages: 20 [0]; Priests: 10 [7]

The numbers in brackets represent how many of these types of troops are either set to "defend" or "hide", or when set to "preach" but they've reached their pinnacle.
Desired by: BigJMoney

21) A feature to set default orders for all commanders of each type from the recruitment screen.
Example: Right click on a spy commander type (from the recruitment menu), then right click on "behavior" and set him to retreat. Every spy hired afterward would be set to retreat automatically.
Desired by: BigJMoney, Tortanick, Nerfix, Quietly

22) When a command is given to multiple commanders that are selected, if any of the commanders cannot accomplish that command, all commanders should immediately become unselected.
Problem If I select 4 commanders and order them to move 2 provinces, but one of them can only move one, it appears that the command was successful, but I end up with a mess on my hands.
Suggested Change: The one commander would become unselected (not white) automatically because he cannot move 2 provinces, then it would alert me to the problem.
Desired by: BigJMoney, Hadrian_II

23) The message that says, "Research in XXX Complete" should display what level of research was just completed!
Desired by: BigJMoney

24) Add new battle command for archers: Fire and Withdraw/Hide
Archers would fire for three rounds and then assume stay behind troops order.
Desired by: Fate

25) Allow monthly site searching to start at provinces nearest to the caster, thus preventing newly conquered territories from being searched. Another option for monthly site searching to search provinces which have been owned the longest.
Desired by: Xendarq, Quietly

26) Mage commander setting/checkbox to never cast spells which will cause unconsciousness.
?May exist already as 'stay behind troops'?
Desired by: Hadrian_II

27) Display total remaining battles to process during the creation of the new turn. This will provide a rough estimate of how long until the turn is finished.
Desired by: Hadrian_II

28) Global Tax Default Setting Most useful for AE Ermor: who usually wants high default tax rate of '200 and ignore unrest', since its people die rapidly anyway.
Desired by: Taqwus

29) Extra size in formation value: If there are additional modifiers that added to size -for the sole purpose of determining how full a square is- that +1 could be added to LI or similar irregulars not trained for close-formmation combat. +1 on size-2 human = 2/square instead of 3.
Desired by: Taqwus

30) Improve and/or provide options to improve delays when viewing battles. Buffing spells and magic rounds of combat will cause battles to move slowly.
Desired by: Ballbarian and Fate

31) Provide more information for commanders which have been snatched away via spells or succubus.
Desired by: Hadrian_II

32) Improve AI to invest more in province defense. The AI would be more difficult to conquer if it invested a percentage of its gold each turn into province defense.
Desired by: Hadrian_II

33) Improve AI to better evaluate province defense of enemy nation before attacking.
Desired by: Hadrian_II

34) Allow archers to avoid targets which are near friendly melee troops. Features or changes to decrease losses from friendly fire are desired.
Desired by: Hadrian_II

35) Demobilizing(disbanding) troops into the province. Disbanded 'normal' units with minds can lower unrest. Disbanded 'undead', 'magical' and 'demons' could also provide unique effects such as disbanding undead may slightly increase the effect of pillaging.
Desired by: Taqwus

36) Prevent nations from dying from loss of dominion for the first 10_turns. Perhaps the capital of each nation cannot lower below 1_dominion for the first 10_turns. Useful for new gamers and AI opponents.
Desired by: Meglobob

37) Lower pts reward for slumbering pretenders.
Desired by: biekert

38) Increase pts reward for imprisoned pretenders.
Desired by: Cainehill, JaydedOne, Frostmourne27

39) Proceed with changes cautiously as to not slow down host processing.
Desired by: Gandalf Parker

40) Ability to view current units for castle/province. Allows viewing of the army before a battle and ability to view the bonuses from global spells and items.
Desired by: BigJMoney

41) Drag-Scroll the map using left mouse button. Useful for windows windowed-mode.
Desired by: BigJMoney

42) Reduce time before arrival for imprisoned pretenders.
Desired by: Daynarr

43) Blessing not working or Blessing penalty until pretender gets free. Provides balance for the imprisonned/asleep pretender with blessing paths.
Desired by: Frostmourne27

44) Allow alt-tab to keep graphics stable.
Desired by: boltar

45) Provide save function to reload a previous turn.
Desired by: Amos

46) Add more Mac-like functionality within Mac version. Right-click is currently implemented as command-click, but it should be control-click to match the Mac standard.
Multiple selection is control-click, but it should be shift-click for contiguous selection or command-click for non-contiguous selection.
Clicking in a scroll-bar below the thumb should scroll down; above the thumb should scroll up. Neither does anything ATM.
Page-up and page-down should cause scrolling lists to scroll by one page, but does not.
up-arrow and down-arrow should cause scrolling lists to scroll by one line. They don't.
Desired by: dfsuther

47) Add monthly forging of an item. example Shift-i
Desired by: BigJMoney, Corwin

48) Add hotkey(p) which is the inverse of hotkey(n) allowing gamers to scroll backwards through commanders.
Desired by: BigJMoney

49) Cross-out or mark spells which lack gems needed for casting the spell.
Desired by: Agrajag

50) Add a kill board displaying how many units I own which died and how many units of each type my army has killed.
Desired by: Theonlystd, kimmitt

51) Include button to view more detailed battle information. Example: Within the battle report there's a button named "View Detailed Battle Results". The information displayed from this button includes how many of each troop type died.
Desired by: Corwin, Nerfix

52) Add number of wounded commanders listing to the battle result window.
Desired by: Corwin

53) Add 'Ignore' or 'Guard' command which would allow commanders to sit safely inside a castle and ignore the (n) key when scrolling thru commanders. Patrol has them guarding the outside of the castle where they are not safe.
Desired by: Corwin, Chazar

54) Allow more accurate adjustments of research points. Include a {+ -} button on each end to adjust by one point or an option to type in a number.
Desired by: Corwin

55) Improve speed and optimization of the Random map generator. Specifically 'dividing the world' and 'drawing boundaries' seems to take the most time.
Desired by: Talleyrand, kimmitt, Cainehill

56) Allow spellcasters a command option of 'move and search' or 'magic hunt'. The commander would search any province which has not been searched or spellcasted searched and then move to the next nearest province which can use his searching skill.
Desired by: Quietly

57) Allow checkbox or setting where a province can have a commander automatically purchased at the start of each turn.
Desired by: Quietly

58) Setup hotkeys for position units and commanders on the battlefield.
Desired by: ioticus, Sandman

59) Use a single screen while creating pretenders.
Desired by: Sandman, kimmitt

60) Allow easy editing and deleting of existing pretenders.
Desired by: tibbs, Twan, tka,

61) Allow pretender passwords to provide a method of recovering the password. Example: prompting the answer for a personal question as seen within accounts and email.
Desired by: tibbs

62) User-scriptable AI for battle spellcasting
Desired by: MrMorden

63) Allow an option to stop and backup during game creation.
Desired by: Twan, tka

64) Bring feature to view pretender stats during game creation while selecting what pretender to load.
Desired by: Twan, tka

65) Bring feature to view pretender stats while the pretender is still slumbering or imprisoned.
Desired by: Twan, tka

66) Allow national globals to improve nations and troops which are separate from usual global spells.
Desired by: Nerfix

67) Improve the displays and GUI for icons, maps and backgrounds. Easier to judge the displayed data from Dominions_2
Desired by: kimmit, MythicalMino, Sandman, ioticus

68) Add new victory condition(s) based on research points. Victory to the nation which has researched all paths. Victory to the nation which was first to reach XXXXX research points. Victory on a specific turn to the nation with the highest research points.
Desired by: dirtywick

69) Merge many of the game screens into one screen. Combine pretender information, stored items, global enchantments, gems and research.
Desired by: Sandman

70) Expand the computer AI battle formations to be more unpredictable.
Desired by: Sandman

71) Improve details for province information. Information such as if your province has a commander, mage or priest. The nation name owning a province when hovering above a flag longer than 3 seconds. And residual magic site information if you previously owned the province.
Desired by: Sandman

72) Provide special gem pooling to remove micro-management.
Pool bloodhunter's slaves; Pool clam's astral gems; Pool fetish's fire gems; Pool blood stone's earth gems
Desired by: Olive; JaydedOne

73) Game option to include number of turns when mercenaries will arrive. Under the number of starting provinces for each nation... add number of turns before mercenaries arrive ranging from 5 turns to 500 turns. Thus someone could even effectively disable mercenaries if desired.
Desired by: Cainehill

74) Tooltips in Army Setup Screen
Currently difficult to identify the type of units since some sprites have almost identical appearance. Afflictions; HorrorMarks, Experience can also be included within the tool tips.
Desired by: MarcinM; PhilD; Nerfix

75) Commanders/Mages killed outside of combat should have their items returned to the lab.
Desired by: Chazar; PDF; thejeff

76) More awakening options in pretender design
Examples: Post#461317
Desired by: Twan

77) Allow Go To Province for magic sites which have been found with spells and provide the magic site name within the spell.
Desired by: dirtywick; sandman



Date: 10/10/2006 Main topic updated... I didn't get to add everyones, but it will eventually be done.
UPDATED: 10/13/2006 minor update including Nerfix topic, eventually everyones request will be added.
UPDATED: 10/18/2006 More updates added, eventually everyones request(s) will be added.
UPDATED: 10/19/2006 Lots of updates added, eventually everyones request(s) will be added.
UPDATED: 10/24/2006 Lots more updates added, soon starting page_8, eventually everyones request(s) will be added.
UPDATED: 11/3/2006 More updates added, soon starting page_10, eventually everyones request(s) will be added.
UPDATED: 12/8/2006 Updates added, soon starting #461454 on page_12, eventually everyones request will be added.

Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.


. [b]

NTJedi October 5th, 2006 05:27 PM

Re: Patch Improvements
 

Suggestions below came from a matching topic generated by Nerfix. All future feature improvements will need to be posted within this topic.

================================================== =========================================

A) A way to see unit afflictions in the Army Setup screen.
Perhaps a tooltip that appears when you hover your mouse on an unit. It could also show if the unit is Old, Cursed, Insane etc etc.
Desired by: Nerfix

B) Add National spells for nations with one or no national spells... such as Marverni
Desired by: PDF, MythicalMino

C) Viewing details of troop composition for mercenaries which are available for bidding. This feature existed within Dominions_1.
Desired by: ologm

D) A way to disable the animation of the troop movement arrows.
Desired by: ologm


E) Residual scout information
"When a scout leaves a province and moves 2 away, the province troop presence vanishes. I'd like a "ghost" display of "last seen troop presence in this province" along with a timestamp. So you'd get a "2 seasons (turns) ago, this province had 50 troops and 2 magic sites" etc. "

Desired by: MarcinM, Frank Trollman, Chazar

F) Filter and sort lists of provinces & commanders. Currently seems randomly ordered like in dom2.
Desired by: Manuk


G) Gamma and volume control
Desired by: Frank Trollman

H) '?' key should also work while watching battles.
As far as I can tell, battle screen has its own hotkeys. Players not familiar with hotkeys are forced to watch entire battles because they couldn't figure out 'q' key.
Desired by: B0rsuk

I) More visible province borders on manually made maps.
Sometimes difficulty recognizing province borders and be able to plan next moves properly. It probably can't be changed painlessly, because it's hardcoded into map image, but still something to remember. Unfortunately, it will probably require replacing all .tga files, and they're pretty big to put into patch.
Desired by: B0rsuk

J) Alternate way to enter army setup screen.
Right click on a specific commander icon to display him at the top of the list within the army setup screen. This will prevent scrolling through all available commanders to change battle orders of specific commander.
Desired by: B0rsuk

K) New map filters :

K1)*Commanders :
display a red X where you have one or more commander (or a red X + the number of commanders or one X per commander or a mini-box with the sprites of your commanders in each province)
Desired by: Twan

K2)*showing numbers on the map :
instead of forcing you to count sprites or click the provinces, show you on the main map the exact amount of the thing you search in your provinces, may be concerned...
- Supplies
- Ressources
- Leadership of each kind/units
- Income
etc...

Desired by: Twan

================================================== ==================================
================================================== ==================================

Purgatory Section
This section is for requested features which have either been added within a patch, identified as already existing in the game or Illwinter has determined this feature cannot or will not be added within a patch. Any existing or future feature listed might be moved into this category.

1) Currently nothing


================================================== ===================================
================================================== ===================================

UPDATED: 10/13/2006

To simplify work/reading time for Illwinter as of 10/13/2006 only posts within this topic regarding feature improvements will be recognized.
UPDATED: 10/19/2006
Purgatory section added... if the lists above are getting too long Illwinter can let me know which ones can be moved into this Purgatory section which can save time when viewing the list.

DominionsFan October 5th, 2006 05:30 PM

Re: Patch Improvements
 
I absolutely agree with the Random Computer Allies Option. That way -even for hardcore Dominions fans- it would be hellish hard to win against some Impossible AIs. Very good idea NTJedi. http://forum.shrapnelgames.com/images/smilies/cool.gif

Gandalf Parker October 5th, 2006 05:35 PM

Re: Patch Improvements
 
Random computer Allied-AIs can be done on server games.
I can offer it if people want.

NTJedi October 6th, 2006 12:11 AM

Re: Patch Improvements
 
Quote:

Gandalf Parker said:
Random computer Allied-AIs can be done on server games.
I can offer it if people want.

Adding the option within a future patch would give everyone an easy_to_use and powerful new feature since many SP gamers only go online to download game patches.

Quote:

DominionsFan said:
I absolutely agree with the Random Computer Allies Option. That way -even for hardcore Dominions fans- it would be hellish hard to win against some Impossible AIs. Very good idea NTJedi. http://forum.shrapnelgames.com/images/smilies/cool.gif

Yes in Dominions_2 I would edit the .map file setting up multiple computer opponents as allies just to keep the challenge strong.
If this feature is added within an upcoming patch it would save time and increase replay value.

DominionsFan October 6th, 2006 06:49 AM

Re: Patch Improvements
 
Yep exactly, I was also playing like that in my SP games in Doms 2. http://forum.shrapnelgames.com/images/smilies/cool.gif
This would be a good little addition what you've suggested, especially because there are lot of SP fans I guess. [Like 1 of my brothers. http://forum.shrapnelgames.com/image...es/biggrin.gif]

NTJedi October 6th, 2006 02:49 PM

Re: Patch Improvements
 

If anyone wants a feature improvement post your thoughts and it will be added to the original list.

If anyone sees a feature improvement already listed and wishes Illwinter to consider adding the feature then please post "I agree with XXXXX feature". I will then update the post to include your name on the request.

Nerfix October 6th, 2006 02:54 PM

Re: Patch Improvements
 
You're free to add all the stuff I have in my thread.

Leif_- October 6th, 2006 02:59 PM

Re: Patch Improvements
 
Having had a brief look at the demo, I'm actually rather disappointed. Sure, there are a lot of good improvements and additions, but the area of the game that I felt needed and had the potential for improvement, the tactical combat, doesn't seem to have changed at all. There doesn't seem to be any new troop orders, your archers will still gleefully massacre your lightly armoured meleers, fire-and-flee still makes the troop leave the province even if you win the battle, no formations, no terrain, no paths of attack, no nothing.

Nerfix October 6th, 2006 03:08 PM

Re: Patch Improvements
 
Terrain actually does have an effect. Swamps bog non-swamp survival units down.

NTJedi October 6th, 2006 03:37 PM

Re: Patch Improvements
 
Quote:

Nerfix said:
You're free to add all the stuff I have in my thread.

Will do... I will compile the information and update the topic. I'm at work so it won't be instant, but it will eventually be done.

Taqwus October 6th, 2006 03:58 PM

Re: Patch Improvements
 
Battle reports for castle storms.
It's odd not to get casualty reports for them.


Forge costs listed on forging screen.
Yes, player can look this up in table according to requirements, so it's technically redundant, but it would be helpful. Could even gray-out items for which the mage has the skills but not the resources.


Resetting commands on return to lucidity.
Insane commanders tend to behave very strangely, even choosing inapplicable orders (ex. Research for non-mages). This is fine. What -is- strange is that they continue these orders when they become lucid; while it would be best if they resumed whatever orders the player last gave them (if still permitted, ex. no duplicate buildings, and go Defend if not), it would be probably simplest in terms of coding if they went to Defend -- this obviates the need to cache orders. That way, they'll show up in an iteration through idle commanders.


Indication of incomplete castle
Even spiffier would be an indication of an unfinished castle that nobody is working on because the asssigned commander is currently running around saying "F'taghn", or somebody got lucky with an assassination spell.

Cainehill October 7th, 2006 01:35 AM

Re: Patch Improvements
 
Gotta say, beers to Taqwus! Not so much forging screen but the others are direly needed. The battle reports for castle sieges, or lack thereof, have driven players away before.

moodgiesanta October 7th, 2006 01:41 AM

Re: Patch Improvements
 
My two big things are
#1 Make non-death AI nations not pick death scales http://forum.shrapnelgames.com/images/smilies/frown.gif
#2 Wrap-around option for random maps.

Not sure how easy the second would be but hey. Also casualty reports for castle stormings would be pretty nice to have.

Tyrian October 7th, 2006 10:55 AM

Re: Patch Improvements
 
Acashic Record cast monthly less limited
Actually, the caster don't cast the spell on region with only a few number of path searched. I think it can be useful if the spell isn't cast only on regions with all path searched at 4.

Twan October 7th, 2006 02:57 PM

Re: Patch Improvements
 
Monthly cast of site searching spells need many improvements. As it is, your mages will even cast these spells on your capital province (as well of course as conquered capitals), or on a province another mage is exploring with the same spell.

How it should work IMO :
1/ all capitals (provinces with a capital only site) should be excluded
2/ all provinces with a search level 4 in the concerned paths should be excluded
3/ provinces with a search level 1-3 should be concerned only after provinces without a previous search and provinces with a less powerful one
4/ when several provinces may be concerned (no search or equal search level) the spells should be cast on provinces with the best magic sites chances first (wastes and mountains before plains etc...)
5/ once the AI has chosen a search target for a mage, this province should be excluded for mages casting the same spell

As it is not micromanaging site searching is a big waste of gems.

Nerfix October 7th, 2006 03:44 PM

Re: Patch Improvements
 
Aye, agreed.

thejeff October 7th, 2006 03:45 PM

Re: Patch Improvements
 
There are a couple of other weirdnesses with Monthly Site searches.
Mostly tracing to the target being chosen as soon as the mage casts his spell. Provinces searched later in the casting sequence can be chosen. Provinces taken that turn cannot be chosen. Provinces lost that turn can be targetted (The search works too)
And the standard problem with monthly rituals, that gems are allocated to them before gems are collected from sites, so you need to have enough gems left at the end of the turn for next turns monthly rituals.

I'm not sure about the Akashic. It should at least prioritize based on the number of paths already searched.

Frostmourne27 October 7th, 2006 11:37 PM

Re: Patch Improvements
 
While we're talking about Acashic record, remember there's a similar water spell - voice of Tiamat - that reveals all elemental sites in an underwater province. I haven't tried casting it yet, but I assume that it would be just as bad as the record.

Archonsod October 7th, 2006 11:47 PM

Re: Patch Improvements
 
It would be nice to have gem income displayed alongside the gem types in the upper right of the screen, rather than needing to go into the lab to see your income

It would also be nice if the grey out of troops that can't be recruited immediately due to resources was also applied to Holy.

Etaoin Shrdlu October 7th, 2006 11:59 PM

Re: Patch Improvements
 
Quote:

Archonsod said:
It would be nice to have gem income displayed alongside the gem types in the upper right of the screen, rather than needing to go into the lab to see your income.



Mouse-hover over the gem type, details will pop-up at the bottom of the screen.

Dhaeron October 8th, 2006 01:24 AM

Re: Patch Improvements
 
Improvements to battles

Flee definitly needs to e improved. Make units stay in a province if they fled but the battle was won anyway. If they flee for a few months, there should be way enough time for the commander to send someone after them.
This DEFINITLY should apply to units who were scripted to flee. This command could make archers a bit more useful (or rather a bit less risky) but as it is now it is completely useless since fleeing units are scattered worse than sakura petals an a samurai movie.
Also, let them flee as intact squads. I'd often rather lose a whole army than go through the micromanagement hell of collecting all my troops from 4+ provinces. Ok, when there's a BIG army with a lot of squads this would stay the same even if they fled as squads, but in that case there should be enough commanders around to make regrouping take less than half a dozen rounds. (since my favorite nation is Soulgate Ermor this is really annoying)

Now as for things i'd like to see but don't deem that necessary:

If possible get a list of spells for commanders where it can be marked which spells they're allowed to cast and which not. I don't know how much data would need to be stored to have this list for every commander seperately, but it can't be that much, can it? I mean, with modern internet transfer rates an MB or two isn't that much. If that's not possible at all, how about making it a single list? Like a checkbox besides each spell in the magic menu so spells can be disallowed for all casters at once. I sure know a few i'd like to turn off.

If even that is impossible, how about at least a new order for casters "repeat specific spell"? It makes me cringe when i see my agarthan casters slam a bladewind into the meelee that hurts my troglodytes much more than the enemy, while they could have used that round to caste a 100 accuracy smite instead.

Similarly, how about a command for troops that tells them not to use any ranged weapons in battle? That would be very useful for archers, especially if it's not possible to change flee so that they stay in a province despite fleeing orders. Not to mention many of the javelin-wielding ground troops. Those javelins are quite nice for the first strike when the enemy is literally a throw away. In the next round of battle there's usually a few casualties by friendly fire because the rear decides to throw into the meelee.


All in all, you guys did a terrific job improving the strategic game. Now if the tactical combat could be improved a bit more i'd call this game perfect. d-(o.o)-b

Ballbarian October 8th, 2006 01:43 AM

Re: Patch Improvements
 
Quote:

Like a checkbox besides each spell in the magic menu so spells can be disallowed for all casters at once. I sure know a few i'd like to turn off.

I have suggested this before and would greatly appreciate it's implementation. http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:

If even that is impossible, how about at least a new order for casters "repeat specific spell"? It makes me cringe when i see my agarthan casters slam a bladewind into the meelee that hurts my troglodytes much more than the enemy, while they could have used that round to caste a 100 accuracy smite instead.

On this one, I would rather it remain a little out of control. Sometimes the combat ai surprises me with the perfect spell for the occassion that I would have never scripted otherwise. But I do feel your pain.

BigJMoney October 8th, 2006 02:12 AM

Re: Patch Improvements
 
I am very happy with the ability to mouse-scroll and scroll-wheel zoom on the main map! Now... when are we gonna have that capability on the battle map, too?

[Edit: Oh yeah, I second the Multiple Victory Condition idea. I don't know about the game code, but as far as the interface goes, make it possible to check multiple conditions simultaneously]

=$=

BigJMoney October 8th, 2006 02:33 AM

Re: Patch Improvements
 
Here are some simple ways to streamline the Dominions Interface:

I) The ability to "page" through unit statistics within a squad.
Example If a squad of 10 crossbowmen are assigned to a commander, and I right click one of those crossbowmen, I can view his statistics. I'd like to be able to use the arrow keys (or click an arrow icon) to instantly page to the next crossbowman in that squad.

II) The ability to see basic statistics instantly.
Example Add these lines of small text somewhere:

Commanders: 40 [11]
Scouts: 5 [2]
Mages: 20 [0]
Priests: 10 [7]

This small amount of text could be toggleable with the press of a hotkey. The numbers in brackets represent how many of these types of troops are either set to "defend" or "hide", or when set to "preach" but they've reached their pinnacle.

III) The ability to set default orders for all commander types from the recruitment screen.
Example I would be able to right click on a spy commander type (from the recruitment menu), then right click on "behavior" and set him to retreat. Every spy I hire afterward would be set to retreat automatically.

IV) When you give a command to multiple commanders that are selected, if any of the commanders cannot accomplish that command, they should immediately become unselected.
Problem If I select 4 commanders and order them to move 2 provinces, but one of them can only move one, it appears that the command was successful, but I end up with a mess on my hands.
Example Instead, if that one commander would become unselected (not white) automatically because he cannot move 2 provinces, then it would alert me to the problem.

V) The message that says, "Research in XXX Complete" ought to say what level of research was just completed!

=$= Big J Money =$=

Dhaeron October 8th, 2006 02:50 AM

Re: Patch Improvements
 
Quote:

Ballbarian said:
On this one, I would rather it remain a little out of control. Sometimes the combat ai surprises me with the perfect spell for the occassion that I would have never scripted otherwise. But I do feel your pain.

You are not presenting a logical argument here. :p If you think the AI can handle it, you could just ignore the checkboxes. Having the option for more control is never bad. (Unless it disrupts game balance, like "attack commanders" would)

Ballbarian October 8th, 2006 03:15 AM

Re: Patch Improvements
 
I was not trying to present an argument. Just stating my personal preference. Via the checkboxes, I would not have the patience to disable a hundred spells, but I would be very tempted to select bladewind (for example) as a "cast infinite" spell. If the majority wanted it, fine. I just hope that I can resist the temptation. http://forum.shrapnelgames.com/image...ies/tongue.gif

It would however be VERY nice to be able to remove breath of winter from the mage's arsenal in most situations, but not all. I still find use for it on occasion so modding it out doesn't suit my play style.

Options are always good. http://forum.shrapnelgames.com/images/smilies/happy.gif

DominionsFan October 8th, 2006 06:31 AM

Re: Patch Improvements
 
Quote:

BigJMoney said:
I am very happy with the ability to mouse-scroll and scroll-wheel zoom on the main map! Now... when are we gonna have that capability on the battle map, too?


=$=

Yep good suggestion. http://forum.shrapnelgames.com/images/smilies/smile.gif

Fate October 8th, 2006 01:12 PM

Re: Patch Improvements
 
Why can't the "fire and retreat" order be changed to something like "fire and withdraw"? The unit would fire for 2-3 turns, and then act like the commander's "stay behind troops" command.

Tortanick October 8th, 2006 01:41 PM

Re: Patch Improvements
 
I don't know if its been recomended before but I'd like resarch to replace defend as the default where applicible.

And I'd also like that turn off spells feature, too many mages waste time charging their body when behind a wall of heavy infentry.

Xendarq October 8th, 2006 01:52 PM

Re: Patch Improvements
 
Adding onto the monthly site searching spell requests - it'd be nice if the searches radiated out from a particular province (e.g. the capital or the location of the spellcaster) rather than simply going down the list of provinces. The current system becomes a problem when the new searches are picking provinces that were just conquered (as they are now at the top of the province list) so you end up searching near the front lines rather than going through the safe ones in the back.

Nerfix October 8th, 2006 02:21 PM

Re: Patch Improvements
 
Quote:

Tortanick said:
I don't know if its been recomended before but I'd like resarch to replace defend as the default where applicible.

And I'd also like that turn off spells feature, too many mages waste time charging their body when behind a wall of heavy infentry.

2nded.

Nerfix October 8th, 2006 02:22 PM

Re: Patch Improvements
 
Quote:

awafour said:
Adding onto the monthly site searching spell requests - it'd be nice if the searches radiated out from a particular province (e.g. the capital or the location of the spellcaster) rather than simply going down the list of provinces. The current system becomes a problem when the new searches are picking provinces that were just conquered (as they are now at the top of the province list) so you end up searching near the front lines rather than going through the safe ones in the back.

Perhaps an inverted list? http://forum.shrapnelgames.com/images/smilies/happy.gif

Xendarq October 8th, 2006 02:37 PM

Re: Patch Improvements
 
Inverted would help half the time, http://forum.shrapnelgames.com/images/smilies/happy.gif! It depends on which direction your current conquest is currently progressing - sometimes you add province on the top of the list ... sometimes the bottom.

Another note - why is the minimum for auto-taxation only 50%? (been playing Mictlan, I get some rather large unrest values from time to time)

Hadrian_II October 8th, 2006 03:53 PM

Re: Patch Improvements
 
Hi

I just got Dominions3 and i like it, but there are some little annoyances.

Mage casting behavior

I think it should be possible to give your mages the order to cast only spells that dont use gems, as i noticed my mages to waste their gems pretty fast.

The other thing I'd like would be to give your mage the order not to use too much fatigue. Especially on a battle that you might loose it sucks when your mages stay with 160 fatigue on the battlefield and get killed. Maybe an order, not to cast spells that would render the caster unconscious, would be nice.

Show how much battles are left while processing the Turn

This is pretty minor but it would be nice if it could show how many battles are left while processing the turn, so you can predict how long it will take.

Taqwus October 8th, 2006 05:28 PM

Re: Patch Improvements
 
Global tax default: Mostly useful for AE Ermor: the ability to set the default tax rate to '200 and ignore unrest', since the pop is going to die rapidly anyway.

Possible 'extra size in formation' value: Recalling discussions of light infantry formations in Dom2, it seems to be that if there were an additional modifier that added to size -for the sole purpose of determining how full a square is- that +1 could be added to LI or similar irregulars not trained for close-formmation combat. +1 on size-2 human = 2/square instead of 3.

Endoperez October 8th, 2006 06:23 PM

Re: Patch Improvements
 
Quote:

Hadrian_II said:
Hi

I just got Dominions3 and i like it, but there are some little annoyances.

Mage casting behavior

I think it should be possible to give your mages the order to cast only spells that dont use gems, as i noticed my mages to waste their gems pretty fast.

The other thing I'd like would be to give your mage the order not to use too much fatigue. Especially on a battle that you might loose it sucks when your mages stay with 160 fatigue on the battlefield and get killed. Maybe an order, not to cast spells that would render the caster unconscious, would be nice.

The above (not casting spells) isn't implemented, but could be useful. IIRC, mages ordered to "Stay behind troops" cast spells but stop before they are unconscious. I can't verify this yet, as I don't have my Dom3 manual yet, but I seem to remember it being this way. "Stay behind troops" would also be a good enough command for mages who you don't want to cast spells , wouldn't it?

Ballbarian October 8th, 2006 11:44 PM

Re: Patch Improvements
 
Battle replay "chugginess":
The fact that larger armies are common is fantastic. My problem is that while watching the replays there is a long freeze while the engine loops through an army's units looking for a suitable target for buffing spells. Similar stalls occur as large groups of units have their stats updated after having a spell like legions of steel cast upon them. I have plenty of graphic power, though my cpu is getting dated (1.3 ghz) and my ram could be better (512 mb).

All that said, I wondered if there was a programming equivalent to visual basic's "DoEvents" available for the next patch. If this was placed within any large loops it would allow the player to continue scrolling the view eliminating the sense of stalling.

Fate October 9th, 2006 12:07 AM

Re: Patch Improvements
 
Skipping Magic

The ability to skip the magic round of combat (using the "S" or "M" key), but still seeing all the others.

It seems to me that, even on fast forward, mages take a long time to cast their spells. This is because they pause for every mage (to give the player time to read the spell?).

I often find this annoying, and I just want to skip to the melee combat.

Hadrian_II October 9th, 2006 03:15 PM

Re: Patch Improvements
 
Quote:

Endoperez said:

IIRC, mages ordered to "Stay behind troops" cast spells but stop before they are unconscious. I can't verify this yet, as I don't have my Dom3 manual yet, but I seem to remember it being this way. "Stay behind troops" would also be a good enough command for mages who you don't want to cast spells , wouldn't it?

Mages on stay behind act the same as mages on casting spells, at least they cast and get unconscious. But the fatigue thing is not that important.


Today i noticed some other things that might be improved:

whirlwind spell description

First it would be nice if the type of the snatched commander would be shown so that its simpler to notice what you have lost. Second I'd like it if there it would say if the commander survived or not (Or can i assume that when a commander drops down in an other Province than the start he died?)

AI should build more Province defence

AI almost never has big province defences, and i think it might be worth something if the AI might build at least 20 or so. (I think you get lots of troops for just 200 gold)

AI should consider strong Province defences as dangerous

What i noticed is that the AI attacks provinces always with too less troops. Last game i was against Tien Chi and they wasted every turn about 100 units on a province with 100 defence. If the AI would notice the province defence and build corresponding armys (I did only have PD in that province) i think she (is AI feminine??) would be a lot better.

Friendly fire

I'd like an option to order your archers not to fire where own troops are in the adjacent square as in a lot of the littler battles my only losses are from friendly fire. (Especially funny is the friendly fire when your archers kill the units chasing routing enemys :/)

Taqwus October 9th, 2006 07:40 PM

Demobilization
 
Demobilizing troops: It should be possible to demobilize troops. Disbanded 'normal' units with minds might contribute to province defense, unrest, both, or neither -- probably depending on dominion, unrest, existing PD, and whether they were healthy or starving (wounded units most likely to simply vanish; healthy, but inexperienced units, especially hungry ones, in a province riven with unrest might turn to banditry).

Disbanded magical, undead or demon units might simply vanish or turn to unrest only, if they have minds; and simply dissolve, otherwise.

One question would be whether the commander demobilizes with them.

SelfishGene October 10th, 2006 04:40 PM

Re: Points for Slumbering gods too high
 
It's hard to say, but you can create some pretty obscene high-bless gods with Imprisoned. With even more points, it means you can get a dual-9, decent scales, AND a high dominion.

NTJedi October 10th, 2006 10:07 PM

Re: Patch Improvements
 


Date: 10/10/2006 Main topic updated... I didn't get to add everyones, but it will eventually be done.

Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.

Frostmourne27 October 10th, 2006 10:30 PM

Re: Patch Improvements
 
I see nothing wrong with imprisoned points, if anything, I think that they are too low. However, I really wish we had more points to start with so that playing an awake pretender was a valid choice for a reason other than to get a rush/early game SC.

Another suggestion to throw out there to be ripped apart by the community: (I have not really though about this) Blessing requiring an alive god that has awoken/broken free. The obvious extension would be that dying/losing magic would hurt your bless, but that's going too far IMHO. This would make the imprisonned blessing God from heaven/hell less of a threat, since by the time it actually benefits from its bless, it is quite easy to counter superblessed vaniir or whatever. Alternatively there could be a bless penalty for not being awake/alive: say your bless is treated as one 'point' lower in all paths you get a bless from (i.e. 10 becomes 9, 9 becomes 8, 8 becomes 6, 6 becomes 4, 4 becomes unavailable) that would certainly provide a reason to take 10 in a path, something that isn't really present.

Gandalf Parker October 10th, 2006 10:31 PM

Re: Demobilization
 
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander, or some of them every round of combat. Choosing a multiplayer option that downgrades the soloplay options might be a consideration.

Just thought Id toss that in on some of the "dont know why it hasnt been done" comments.

Cainehill October 11th, 2006 12:01 AM

Re: Demobilization
 
Quote:

Gandalf Parker said:
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander...

You mean like calculating aging for every commander? http://forum.shrapnelgames.com/images/smilies/wink.gif

Meglobob October 11th, 2006 12:21 AM

Re: Demobilization
 
PATCH IMPROVEMENT REQUEST

Better starting AI at game start, turn 1 or 0 if u prefer (as that's where the problem lies), AI's r dieing of dominion death turns 1 - 10 or stagnating in there home province due to taking bad scales, becoming easy kills, lvls normal to difficult.

Overall the AI Is very good when it gets going, just a starting problem with a few who seem to get the game setup wrong.

biekert October 11th, 2006 12:42 AM

Points for Slumbering gods too high
 
I think the 150 points for missing only the first year is too rewarding - you can really pump up your scales to the point that it seems almost folly to take an awake pretender unless the map is tiny and you can use him as a SC. I'd recommend moving the point reward down to 100 or even 80.

I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.

Cainehill October 11th, 2006 02:18 AM

Re: Points for Slumbering gods too high
 
Quote:

biekert said:
I think the 150 points for missing only the first year is too rewarding - you can really pump up your scales to the point that it seems almost folly to take an awake pretender unless the map is tiny and you can use him as a SC. I'd recommend moving the point reward down to 100 or even 80.


Not sure the 150 is wrong, but the added bonus for being imprisoned and not showing up for _three_ years (two years after the slumbering ones) should be at least as much as the bonus for slumbering.

Quote:


I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.

It's seemed that way to me as well - and of course, unless you jot down ages for _every_ unit (or at least commander) and track each unit every turn, almost impossible to actually catch. Probably won't be fun to debug either.

Valandil October 11th, 2006 02:30 AM

Re: Patch Improvements
 
I much prefer the idea of a spirit in the otherworld lending some portion of divine strength from afar. I'd prefer to keep bless as is. That and I like imprisonment.


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