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Suggestions for the next patch
1. Show the name of commander(s) in messages when killed, this way you know who got killed.
2. Always show the number of Gems available when in the spell cast list, currently the amount is only shown at the top and is hidden by scrolling as the number of spells increase. Have the gem list in a box above the scroll window. 3. Filter or list to show all spells and requirements by if you don't have the manual with you can't find this info in game. 4. Specific message for battles that are fought by province defence units only. |
Re: Wish List for next patch
3. This exists: Press A, E, F, W, S, N, D, or B while in the research screen (F5)
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Re: Wish List for next patch
Well I'll let other people comment on gameplay improvements. I'll stick to modding stuff.
I'd primarily like broken modding commands to be fixed. Siegebonus, magicboost and clearsites spring to mind first and foremost. This probably wouldn't take much time and effort either. A clearequip command to clear all weapons and armour would also be awesome (allowing more versatile use of copystats). |
Re: Wish List for next patch
Ranger:
1) We already have that in assassination attempts, spell events like Seeking Arrow etc. We don't need that for battles, since players are expected to keep track of commanders they care about (i.e. significant commanders & mages). If it's some regular bonehead or some common Fire Darter mage with nothing special to go for him, who cares? There's more where those came from. 2) Use the spell filters 3) Yes, it does exist, both in research and spell casting screens (ritual and battle scripting screens) 4) Completely useless request. When you click on the battle event to get the summary, if you had only PD fighting, it will show that you had NO UNITS AT ALL and the enemy had X number of commanders and units and lost Y amount of those (if any). The correct way to go about requesting features is checking if they are already in the game (whether by oneself or asking about it) and making the feature request only if they are not. Edi |
Re: Wish List for next patch
Code it so that you can save your battle replays and gloat over your greatest victories or lament over your worst defeats.
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Re: Wish List for next patch
The spells which summon roving indy monsters (ghost ship armada, wild hunt, that one with the three sisters) should be stripped of their global status, so they can only be stopped by beating them or recasting them yourself. They're expensive, and there aren't enough global slots to make them worthwhile.
This may not apply to the three sisters, since the spell description seems to imply that it causes insanity in blood mages worldwide. Never cast it myself, so I don't know. |
Re: Wish List for next patch
There was a thread a while back about extra information in messages which was quite good. In particular the 'storming a fortress' message is blatantly inadequate. I'd also like it if as well as units/magic/undead/commanders fielded/killed the battle reports provided a detailed breakdown. For example;
Friendly Combatants commanders 2, killed 1 regular units 35, killed 10 Enemy Combatants commanders 2, killed 2 regular units 20, killed 18 Detail: Friendly Combatants Commanders killed: 1 John the Priest Regular units killed: 10 Archer 10 Enemy Combatants Commanders killed: 2 Dick the Prophet Harry the Knight Regular units killed: 18 Heavy Cavalry 6 Militia 12 This would mean I wouldn't have to watch the less exciting 'sure thing' battles to see which of my commanders got hit by an arrow, or to check whether I'd taken out a key enemy commander. |
Re: Wish List for next patch
I would like if multiple ritual site search spells (Auspex, Haruspex, Dark Knowledge etc.) were automatically cast on different unsearched provinces.
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Re: Wish List for next patch
While we're at that, auto-forging of items every month would be nice, just like auto-casting of a specific spell is currently handled.
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Re: Wish List for next patch
There are still a lot of bugs. I would prefer to see most of them fixed before implementing any new features. I'd like to see some resolution of the problem where too many trrops on a battlefield causes a CTD. It pretty much ruined a play by email game for me recently.
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Re: Wish List for next patch
Actuarian, that particular bug is going to be fixed in the next patch. You're going to see a fairly large amount of the more serious stuff posted into the shortlist thread as soon as I get it organized and formatted to a shortlist friendly format, but like the devs, I also suffer from the condition known as Real Life which entails things like work, girlfriend, friends and a couple of cats. So it'll take a few days now, but then we should have all of the things reported to date shortlisted and Johan and Kristoffer can take a look at them.
Edi |
Re: Wish List for next patch
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There are 3rd party programs that will allow you to save the battle and save it in public formats suitable for uploading. |
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Re: Wish List for next patch
You misunderstand his request, Gandalf.
If you select e.g. 5 air mages to cast Auspex, each and every one of them will autotarget province 1 instead of targeting provinces 1, 2, 3, 4 and 5 in succession. So you have to assign them by hand anyway, unless you're firing off just one full battery of radars every round and all of them go to the same province every time. Edi |
Re: Wish List for next patch
I'd like vans to have 10 basic hitpoints instead of 13 (making them vulnerable to lightning bolt, frozen heart and other combat spells) and defense bonus for glamour. Mirror image is enough to justify their 'very hard to hit' description, and their high attack/defense/str/mr nicely sum up as a 'physically superior to humans', no need for this added beef as well.
Maybe let them have +1 defense on top of what they have, with the glamour def bonus removed of course. |
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Re: Wish List for next patch
Thanks, Hellboy. I get paid something on the order of €0.00 per day, with an equally generous weekly, monthly and yearly bonus. http://forum.shrapnelgames.com/images/smilies/wink.gif
Seriously, it's all voluntary. I'd have done the DB in any case since it is such a useful tool for mapmakers and modders and helps produce superior quality mods and greatly improved maps (due to precise control of what units to put where). And a sufficient number of maps and mods are what will keep the game going quite a bit past the point where it would naturally taper off. We saw that happen with Dom2, it was slowly starting to decline (as measured by activity here, or as I saw it anyhow) despite a modest number of mods and a fairly good selection of maps. We had Sunray's unit list at that point, but it was incomplete, didn't have all the unit numbers and while useful, wasn't exactly what I was looking for at the time (when I was making the first draft of the Faerun map). So I made a new version and organized that into the Dom2 DB. I later got to see the source code for sites for Dom2, which is why the magic site section of the Dom2 DB is the most complete and accurate part of that documentation. A side effect of me releasing the Dom2 DB was that suddenly we got a veritable explosion of mods and Zen's idea of the Complete Balance series of mods took on a life of its own almost and becamse an instant hit. After Zen left, quantum mechani took over that and has continued the project since. Even before I had my own copy of Dom3, I knew that my first order of business would be producing a DB of the base game so that the community would have better to tools to make things happen sooner rather than later. If you were to look at the pace things have gone forward with Dom3 vs how quickly this happened with Dom2, you would find that the process has been significantly accelerated and knowing what mistakes not to repeat has speeded it up still more. As for the bug list thing, let's just say that the Shrapnel staff made me an offer I couldn't refuse. http://forum.shrapnelgames.com/images/smilies/wink.gif Ok, not the Godfather type of offer, but I was asked to tackle the bug thread and sorting the reporting issues out. I accepted for several different reasons and the shortlist thread and the stricter reporting guidelines are an outgrowth of that. Edi |
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Re: Wish List for next patch
And he gets an occasional pat on his head from us.
*pat, pat* http://forum.shrapnelgames.com/images/smilies/happy.gif Actually, I've been off-board for a while. So this is his first pat http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Wish List for next patch
Request: Show the name of commanders killed in messages
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Example: Message: Report of Ripewood "Suddenly an Enormous Bilizzard Appeared out of nowhere and struck the army at location here and xx number of units hit and xx number of units killed." The spell/event kills commanders and you can't findout who got killed. |
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Re: Wish List for next patch
Show age of Commanders
Show the age of commanders in both the unit and National Overview screen. Age plays an important role in Dom3, it would be nice to know the age of commanders. The game currently only show old age. |
Re: Wish List for next patch
When viewing a commander, click on "fatigue" to see the age.
If you havent, you should click on everything in that view. The words and the icon pictures. Most of them give info you might want. |
Re: Wish List for next patch
I have essentially only two big wishes for the next update. One is to have a seperate binary for textmode dedicated servers, which does not need the mesa/glide and SDL libs. It's a pain in the *** to install these libs only because of depency trouble, even though they are not used at all for a dedicated server. If you're not root, you might not even be able to install these libs at all.
I forgot the other request... http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Wish List for next patch
I will second the text-mode server request. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Wish List for next patch
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It sounds easy(TM), to keep a list during turn resolution of which province has already been targeted by an 'autocast search spell order', and make sure the next mage doesn't target the same province. (but I'd rather get a monthly forge command first). |
Re: Wish List for next patch
Personally the most Ive ever kept is two sets of mages working. One on automatic, and the other set so I can select the whole set, select cast, and have them check a specific province. Usually some mountain province up on the front line that Ive just taken and Im hoping for a free castle.
I guess I can see the thing about wanting multiple mages to check different locations. Not sure how it would handle a higher level mage and a lower level mage without getting a new rash of wishlist. |
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Re: Wish List for next patch
I knew that. I can just see a "I wish my higher level mage would get selected before my lower" or a return of the "shouldnt take provinces in numeric sequence" or some other extension on it.
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Re: Wish List for next patch
Why would they want the higher level mage selected first? They all search at lvl 9 using the spells.
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Re: Wish List for next patch
Ahh (slap head).
Its been a rough day. Of course, on the other hand it doesnt stop them doing it anyway. |
Re: Wish List for next patch
Of course i meant multiple mages casting same spell each turn.
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Wish for the next patch
I wasn't able to find a thread like that ... if it is already somewhere, please point me out and I'll remove this.
There are some things I remember I was looking for since Dom2 and are still not there ... so, I'll try to post my greatest wishes: 1. detalied battle reports including initial units and killed units per type 2. possibility to optionally allow/disable use of gems in cast scriptiing 3. a cathegory in the build objects menu that list all the avaible "magic boosting" objects good play Liga |
Re: Wish for the next patch
Shortkey for "monthly forge"
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Re: Wish for the next patch
thank you ...
please, admin, remove my thread ... I'll tail up in the wishlist thread already there ... Liga |
Re: Wish List for next patch
There are some things I remember I was looking for since Dom2 and are still not there ... so, I'll try to post my greatest wishes:
1. detalied battle reports including initial units and killed units per type ( I see someoneels was asking about it) 2. possibility to optionally allow/disable use of gems in cast scriptiing 3. a category in the build objects menu that list all the avaible "magic boosting" objects good play Liga |
Re: Wish List for next patch
Ciao liga! :)
^ | 1) IMHO unlikely to happen 2) IMHO extremely unlikely to happen 3) Manual? ;) :D For me, I'm hoping sooner or later for the "forge monthly" command like, dunno... "Manna from Heaven"? :angel: |
Re: Suggestions for the next patch
1. something different for nature 9 bless power, berserk +2 is not particularly powerful or useful and is undesirable most of the time. Perhaps resist all elements 25%?
2. When the computer creates a title for you pretender, have two option buttons available "Regenerate name" and "Regenerate title". Really nice for SP and not obviously broken for MP either. (unlikely) 3. Rework shield/missile mechanics so missiles aren't shockingly useless against shields and devastating to troops without them. Have countermeasures to mist and storm, perhaps via a general Battlefield enchant dispel? 4. Something (summons?) to beef up nature magic, it seems a bit disadvantaged. Just wishing, Rabe |
Re: Suggestions for the next patch
1. I find berserk +2 useful on plenty of sacred troops. Not so much on commanders, it's true, but the bonus to protection, attack and strength from berserk can be extremely useful, as can your troops winning a battle after you side has routed.
3. This could be done via a mod. Reduce the parry value on all shields and reduce the damage value of all projectiles. |
Re: Suggestions for the next patch
The thing is the berserk is as often a disadvantage as an advantage, given if you're running a bless it is often going to be with sacred mages too
I reckon some poison resistance, 50% say, would be suitable. I wouldn't say that nature is weak; it just isn't that strong for damaging combat spells, most of the nature spells you'd cast in combat are buffs. Its rituals are very powerful, the supply benefit on mages is very handy and there are plenty of good items. |
Re: Suggestions for the next patch
You get a strength and a weakness. The strength is quite powerful in the early game, while the weakness generally requires a specific strategy by your opponent (such as rain of stones etc) to exploit. Plus you can always not bless your mages right away in a battle - the choice there is yours generally, not your opponents.
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Re: Suggestions for the next patch
berserk+2 ability can be usefull on recruitable sacred thugs/SCs some nations have. At least they don't run away from the first scratch.
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Re: Suggestions for the next patch
I would find it extremly usefull to have a "sentry" option for the commanders on the main screen. I mean, sometimes I have a commander at the fortress, either I dont want to move or to fight. I just want him to stay there and wait for a proper time. Now, I can give him orders: Patrol or Defend.
Patrol is not good, becouse if he being attackd, he can be killed or moved to an another province (retreat), but not to a besieged castle. If he is set to defend, everytime I hit "n" he appears as a unit ready to be moved. It is not a problem of having one or two idle commanders, but sometimes, mainly in the turns around 40 you have many castles at the borders with armies ready to some action, however at the moment they are not supposed to do anything. They are simply waiting so there is no need to come back to them next turn or even later. I would like to have an opportunity to give them order "wait until I need you" Was it clear enough to be undesrtandable?:) |
Re: Suggestions for the next patch
I'd settle for a simple "I'm done with you for this turn, so cycle back to you 'n'" option.
Handles scouts hiding out in enemy territory, sieging commanders, commanders waiting for action, mages whose lab has burned down, etc, etc. I often want to be reminded of them next turn, but not when I'm trying to see if there's anyone I've missed this turn. |
Re: Suggestions for the next patch
Maybe a "shift-N". Or does that do something already? >.>
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Re: Suggestions for the next patch
This may seem a bit radical of a change, but why not allow all forts to build two leaders: one mage/priest and one non-magical/non-holy commander? I say this because in competitive MP games it seems like no-one ever builds anything but a researcher at their forts in order to keep up with the other players.
There are so many cool units that are basically not used because of this dynamic, but I don't think it would unbalance the game to do this. However it would open up a whole world of strategies that you would basically be foolish pursue now. |
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I'd love to have a way to recruit national scouts, spies, assassins and military leaders without forgoing recruitment of national mages, but there aren't any easy ways to do it. |
Re: Suggestions for the next patch
Endoperez:
I think otherwise, it would be very easy - just tie some units to lab and some to fort. If you want national mages you need fort + lab. With fort you just have scouts and military leaders. Of course it would require rethinking of some commanders, but there are probably less than 10 total in 3 ages, so no huge problem. |
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