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-   -   Default Actions (http://forum.shrapnelgames.com/showthread.php?t=16676)

Crowley November 5th, 2003 01:36 AM

Default Actions
 
This is more nitpicking than 'necessary feature', but it'd be nice nontheless.

Id really like for there to be a default action for unit types. Like say when a sage is made, he'll automatically be put on research instead of defend castle.

Could there be a more useless action than defend anyway? You might was well throw it out for this scale:

Priests: Preach by default. Should the domain be maxed out, then patrol.

Commanders: Patrol

Mages (or anyonewith research points): Research. If research is maxed, then patrol.

(anyone with reanimate option): reanimate longdeads

Also, should the commander be idle (defending) when the turn is pressed, could they resort back to the table? Would save people mucho time.


Well, thats about all I can think of. Yeah, its useless mid-beg game, but late game with 50 provs/armies imagine the chaos.

Calanor November 5th, 2003 02:38 AM

Re: Default Actions
 
Quote:

Originally posted by Crowley:
This is more nitpicking than 'necessary feature', but it'd be nice nontheless.

Id really like for there to be a default action for unit types. Like say when a sage is made, he'll automatically be put on research instead of defend castle.

Could there be a more useless action than defend anyway? You might was well throw it out for this scale:

Priests: Preach by default. Should the domain be maxed out, then patrol.

Commanders: Patrol

Mages (or anyonewith research points): Research. If research is maxed, then patrol.

(anyone with reanimate option): reanimate longdeads

Also, should the commander be idle (defending) when the turn is pressed, could they resort back to the table? Would save people mucho time.


Well, thats about all I can think of. Yeah, its useless mid-beg game, but late game with 50 provs/armies imagine the chaos.

<font size="2" face="sans-serif, arial, verdana">Why is defend useless? In a province with a castle, that makes the forces stay in the castle to defend it. If you use patrol, they will actively search the countryside for enemy forces, i.e. they will not enjoy the protection of a castle's walls.

On the other hand, I would like to be able to remove defending commanders from the unit cycling list. In other words, an option so that they will be ignored when I hit "N".

NTJedi November 5th, 2003 04:29 AM

Re: Default Actions
 
When leaving a commander and his units on 'Defend'... they should get some type of defensive/protection bonus during combat since they're ready and waiting for battle. A commander doing a blood hunt should not have the same advantage as an army which is ready and waiting for battle.

Saber Cherry November 5th, 2003 04:35 AM

Re: Default Actions
 
Yeah. Default "defend" seems to be very useful; I wouldn't want it to change. Setting default orders for any commander made in a province might be nice, though.

[ November 05, 2003, 04:04: Message edited by: Saber Cherry ]

HJ November 5th, 2003 05:32 AM

Re: Default Actions
 
Defaulting to "patrol" might rid you of some population if you're not careful, so I don't think that I would like to see that implemented. Defend is the same as idle, only different in name basically if there is no castle int he province, and idle is definitely better than doing something that you don't want them to do.

Crowley November 5th, 2003 08:05 AM

Re: Default Actions
 
Hmm. I didnt know that patrol could rid you of people, my bad http://forum.shrapnelgames.com/images/icons/icon7.gif

But though my reasons are different, It'd still be alot more convenient for some types of units. Researchers in particular.

Pocus November 5th, 2003 08:15 AM

Re: Default Actions
 
patrol wont kill population unless you manage to have unrest, thats all.

On the doms II feature list there was an entry about the fact that units on defend would cost only half upkeep. Dunno if it has been implemented, but it would be an interesting choice.

HJ November 5th, 2003 08:15 AM

Re: Default Actions
 
Quote:

Originally posted by Crowley:
Hmm. I didnt know that patrol could rid you of people, my bad http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Patrolling will kill a small proportion of population (I don't know whether it's a percentage or a fixed number) for each point of unrest they eliminate.

Gandalf Parker November 5th, 2003 05:14 PM

Re: Default Actions
 
Quote:

Originally posted by NTJedi:
When leaving a commander and his units on 'Defend'... they should get some type of defensive/protection bonus during combat since they're ready and waiting for battle. A commander doing a blood hunt should not have the same advantage as an army which is ready and waiting for battle.
<font size="2" face="sans-serif, arial, verdana">I thought it was already this way. If not then I heartily agree. Even in provinces with no castle. If I have an enemy coming toward me I should have a reason to select between defend or patrol. I already know the reasons for patrol. I thought defend meant a slightly higher response-combat ability.

Crowley November 6th, 2003 12:45 AM

Re: Default Actions
 
Quote:

Originally posted by Gandalf Parker:
I thought it was already this way. If not then I heartily agree. Even in provinces with no castle. If I have an enemy coming toward me I should have a reason to select between defend or patrol. I already know the reasons for patrol. I thought defend meant a slightly higher response-combat ability.
<font size="2" face="sans-serif, arial, verdana">What makes more sense to you:

Defending, hunkering down in one small place and always catch the attacker.

Patroling, moving around the big freak providence and having a better chance at attacking/spoting a moving army.


It makes no sense to have the defend option catch attackers while patrol doesnt.


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