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Wishlist
Most of my wishlist items are on the
Server Wishlist or the Mappers Wishlist (and I should mention there is also a Modders Wishlist ) But one thing Id like to have in the regular game is maybe a Shft-L to take me to the next lab. Probably not a big thing for most players but on large-maps/long-games it would be handy. |
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Or even a map icon like a temple. It's a chore to right-click everywhere.
Or show an icon on the F1 summary page would be OK. But I do like your keypad shortcut the best. Maybe all three! http://forum.shrapnelgames.com/images/smilies/happy.gif |
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My wishes are for things to reduce micro management and let me spend more time doing the fun stuff.
1) A way to auto-forge an item every month just like you can cast a spell. 2) Blood sacrificers should automatically take blood slaves from the lab if it's available. 3) Auto target for site finding spells needs to take into account what other instances of it are targeting. Currently this is only usable if you just use a single site searcher. |
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A NEW ORDER FOR DEFENDING BUT ACTIVE TROOPS that lets me skip them.
That's the biggest thing since i've played Dominions 2. Many times i have lots of subcommanders or other lesser commanders, like scouts that i want to leave in place and not cycle through each turn. Yet, any commander with a "defend" or "hide" default order gets cycled with the N hotkey. I'd like to be able to put some of these units to "sleep" and be able to skip them when scrolling through N since i have no intention of moving them. |
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Second the skipping commanders on defend or hide.
I'd rather it be a one turn thing. Have 'n' bring me to them once a turn, so I remember they exist, then let me set them 'done' so it doesn't come back to them again. Ctrl-M autocasts rituals. |
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I think it's shift-M, not ctrl. Several of the keyboard shortcuts use capital letters as different commands than lower case ones. Cap Z for instance (I think) pools all blood slaves from the selected commanders into the lab (great for blood hunting)
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I'd like to see the AI handle assassination attempts differently. Even if scripted to do so, better don't use buffs or powerful combat magic that's meant for lots of units, if it makes the mage unconcious from the fatigue. (scripting Earthquake is only asking for trouble) The infamous "archers not set to Fire like to enter melee as soon as possible" should be fixed, too. Archers should only enter melee if they can attack an enemy unit within one round, and use their ranged weapons otherwise. Also, archers that do more damage with ranged attacks (Flaming arrows) than with melee should prefer to fire their arrows instead of entering hand-to-hand combat. |
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Yeah, that's what I meant. Sorry
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1. Some type of auto search, where a mage will move from province to province searching for magical sites.
2. Some sort of bless sacred troops command so that is all a priest will do until that is done, including moving into range to bless them. 3. as mentioned above, a "sleep" command so 5 commanders in fort do not have to be cycled through with next commander key 4. Highlight troops with afflictions command so they can be removed from the rest of the army. |
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I wish to wish for clams instead of crafting it one by one. Let's say 5 clams by wish. Deal ? http://forum.shrapnelgames.com/image...es/biggrin.gif
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select a mage in a lab, press shift-m (autocast every month), have it case a site searching spell. Next month he will pick a new province that hasnt been checked. Its much faster than move, search, move, search. You can create a group of mages so that each one casts a different search (earth, astral, air) but it doesnt do any good to set more than one doing earth search since they will check the same province. For afflictions, select a troop then hit w and it will show you the afflicted ones |
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That reminds me. Another wishlist item is that I wish priests had a search spell that I could shift-m
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You may not always have the spare gems and need to manually search though. I like how SEV added the command where a scout ship auto searches the whole sector. Same type of deal.
Thank you for the "w" key command. cannot believe i never noticed that on the tips between turns(: |
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I would like an audio signal that the turn is completed. i alt tab between turns with large maps lots ai players because length time it takes. A chime or something signaling next turn would be great!
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There kindof is, in the standard Linux fashion. You can name a command for --postexec to do. It can be a command, or file, or script (such as a batch file if its a windows machine). If I remember correctly, you should be able to set --postexec chime.wav
Look for the threads about saving games. They used the --preexec to save files before hosting but the other info on how to tap into it would be the same |
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Gandalf, I believe that this is just a server command though. It would be more interesting for a client, when blitzing.
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Oops, yes. Server side only. I forget because usually in my MP games I am the server. Its very handy.
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The ability to disband troops.
I know this has been said many times, but since this is a new wishlist, just wanted to be sure it was on this one too! |
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While we're at this, another all-time favorite: The ability to load a pretender you already created in the "Create Pretender" menu. So that you can see what you gave him and maybe change some stuff without having to do it all from scratch again.
If this feature is just missing because there's a problem when a password is set, then ask for the password before loading? |
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How about adding to 9th level Construction, or even 10th, the ability to unmake items and recoup the materials. It would be handy for lategame and possibly clean up the game arrays also.
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Not that any of the following wishes are new, and in no particular order...
* Castle-storming battle summary. * 'View formation' using battle code. Apply a dummy enemy if we must. Useful for noticing what happens when large squads are involved so damage-auras can be properly placed as well as seeing effects of squad overlap. * Sticky notes on map. * Second the call for auto-load blood slaves from lab for sacrifice. Viable alternative would be a 'blood hunt to lab' command resulting in auto-deposit at first legal opportunity. * "Ignore pool" toggle on gem box. Granted, this is useful mostly for clammers so they don't need to reload their battle mages every turn. * "Auto-replenish" option for battle mages. After all battles are computed, replenish used gems from (a) lab, if there is one, or (b) commanders in same province who cannot use the gems they're carrying. Not sure which should take priority. * Configurable number of global enchantment slots. * Multi-turn move assignment. As in: move order to destination not reachable in one turn. Compute initial shortest path in number of turns. Each turn, it evaluates whether the destination is still reachable in the expected number of turns or fewer. If path is no longer possible or has lengthened, abort. |
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You can get higher than +75 overall if you use FoTA (halves cost after the normal additive discounts from unit and hammers), and use weird setups like 4-armed forgers, but 75% off is theoretically spammable by Ulm -- Master Smith, Dwarven Hammer (+50 total and FoTA halves the remaining cost. No Steel Ovens or artifacts required).
At least it'd be nowhere near as abusable than the Alchemist + Runemaster combo from MoM. http://forum.shrapnelgames.com/image...es/redface.gif |
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Considering the "make an AI" project..
I could really use an item that cripples or makes a unit unmovable. Not just in battle but unable to take move commands. Maybe "Massive Iron Bodycast" or "Boots of Rooting" or "Ethereal Chains" |
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Combine the results of site searching spells (similar as for blood hunting); x sites were found in prov X.
Option to goto province in stead of goto commander to inspect the new found site. Restart current game option. i.e. same settings, pretender etc Maybe this is alreade available but an option to choose for random nation in game setup without using water nations |
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Id be willing to see disappearing disbanding. (getting rid of extra units by disbanding them and having them just go poof).
I could see it also turn into PD or population. Probably better as population since it will vastly affect the game with certain nations that get free units. Tien chi, Pangaea, Ermor. Of course the game might have to treat undead and magical differently. I think it might also be interesting, and less imbalancing, if it was an event. If you have too many troops in a province and they are starving or commanderless then maybe they should revolt. Another fun thing to get rid of excess troops would be to have it that you must assign them to a commmander, and then give the commander an order "release from service". That would put them into the mercenary queue (if there is room for it). It would become another strategy thing to the game. Like discards in a card game. Not only would you have to decide that you dont need it but you would have to consider if the other players might make good use of it. It also would fit well with the fact that both the need to get rid of such units, and the lack of mercs, occur in late game. |
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REPEATABLE BUILD QUEUES! Do I really need to choose between conveniently queuing up all the guys I want BUT having to pay 6 turn's gold up front versus spending only the correct amount BUT having to go recruit the same thing from 7 or 8 Indep provinces every single turn? Why not the best of both worlds? Is it really a question of "What would the program do if your empire doesn't have enough money to pay for all the units you've queued up?" Because I think we're all more than willing to accept the just about any solution to that.
Also, I second site searching that takes into account current searches. That would help a ton. Another idea along the same lines is putting those helpful little colored numbers (showing what level searches have been done) in the target box when we're targetting a site-searching spell. That would be so awesome. Here's why. I play like this: <press n>, do something with commander, <press n>, oh look here's a site searching mage. <Select cast ritual spell>, <select spell from list>, oh target... This forest looks good, but has it been searched for nature sites? Can't remember. <select cancel>, <right click on target province>, no I guess not, <right click on province with mage>, <select mage>, AND then I'm finally back to where I was when I <pressed n> in the first place. Gosh that was a big waste of time. If only I could have seen what level searches had been cast from within the spell targetting phase itself. Second autoforge item, that's a no-brainer. Second Hold Position order, or something, for commanders you don't want to see again for a while. Absolutely second combining site searching spells into one message, but if that's too grandiose, I at least wish the notifications didn't need to be clicked on. Every site searcher message results in a one line report; how about just making that report the event, so I don't have to click open 7 search messages a turn? AND it's true it would be great if we could hop to the target province instead of the commander. And second castle-storming battle summary. That just feels like an omission. Why is there no casualty report? Also, wish I were independently wealthy so I could play Dom3 all day long. |
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* Can use monthly cast multiple site search spells of the same type. -Max Wilson |
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