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-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   Demo Comment & Questions: (http://forum.shrapnelgames.com/showthread.php?t=17120)

Ranger December 24th, 2003 10:56 PM

Demo Comment & Questions:
 
The interface could really use a make over.
Examples;
1. Why do I have to click next turn, click host, then click on turn #, just to get to the next turn when I am only playing against the computer? The three steps should be reduced to one.

2. Several windows you have to scroll all the way down to the bottom just to exit the window. Add an exit/done button out side the scroll to all additional windows for easy close/exit.

3. How many maps are included with the game?

Things I’d like to see

1. Display the level of priests and mages.
2.Ability to rename hero’s.
3.Additional buildings that upgrade the armor and weapons of troops.
4. Graphics make the smaller troop icons bigger, I can’t tell a unit from a dust spot on my monitor. http://forum.shrapnelgames.com/images/icons/icon10.gif
5.More RPG elements where hero’s and troop’s stats go up with experience and levels.
6.Random Maps.

Despite all of the above the games is additive and has that one more turn feel to it but, in it’s current state the game seems over priced. I will be following the patches to see if they address any the above items and will pick up the game then.

ceremony December 24th, 2003 11:02 PM

Re: Demo Comment & Questions:
 
Quote:

Originally posted by Ranger:
2. Several windows you have to scroll all the way down to the bottom just to exit the window. Add an exit/done button out side the scroll to all additional windows for easy close/exit.
<font size="2" face="sans-serif, arial, verdana">You can use the Esc key.

ceremony December 24th, 2003 11:11 PM

Re: Demo Comment & Questions:
 
Quote:

Originally posted by Ranger:

5.More RPG elements where hero’s and troop’s stats go up with experience and levels.

<font size="2" face="sans-serif, arial, verdana">#5 - They do.

#3 - I would actually not like to see this: the lack of micromanagement in the game is one of its strongest point, and this kind of Civilization-like "improvements" model would disrupt an elegant game design and make the game more like a fantasy-Civ.

I don't quite get the complaint that the game is "overpriced" - if I pay $50 for Max Payne 2, and play the game for 10 hours and then I'm done, with no desire to play it again, yet I can play Dominions 2 for dozens, even hundreds of hours and get unequalled entertainment from it, then I don't see how the game is overpriced.

aldin December 24th, 2003 11:28 PM

Re: Demo Comment & Questions:
 
Quote:

Originally posted by Ranger:
1. Why do I have to click next turn, click host, then click on turn #, just to get to the next turn when I am only playing against the computer? The three steps should be reduced to one.
<font size="2" face="sans-serif, arial, verdana">Presumably, because this is the easiest format that allows for both SP and MP under varying OS's. It's very straightforward and you hardly notice it after a few dozen times. Also, it easily allows you to redo the entire turn if you've grown disgusted with something you've clicked - just exit out and restart the turn.

Quote:

Originally posted by Ranger:
3. How many maps are included with the game?
<font size="2" face="sans-serif, arial, verdana">About ten.

Quote:

Originally posted by Ranger:
1. Display the level of priests and mages.
<font size="2" face="sans-serif, arial, verdana">Where? For what purpose? You can see the level while you're playing. The nation description tells you your strongest priest strength (2=weak, 3=average, 4=strong) and which spheres of magic your mages will primarily utilize. I guess I don't understand what you're looking for.

Quote:

Originally posted by Ranger:
2.Ability to rename hero’s.
<font size="2" face="sans-serif, arial, verdana">Yes and No. It's nice to have the mercs and national heroes always have the same names. I'd love to be able to rename prophets, especially, when they become prophets.

Quote:

Originally posted by Ranger:
3.Additional buildings that upgrade the armor and weapons of troops.
<font size="2" face="sans-serif, arial, verdana">That's already built in to what troops you build. Try playing Ulm and you'll see there are several different weapon/armor combos they have for their heavy infantry. You can't upgrade AFTER you build them, but you can choose the equipment at the get go.

Quote:

Originally posted by Ranger:
4. Graphics make the smaller troop icons bigger, I can’t tell a unit from a dust spot on my monitor. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">Try using the arrow keys to scroll closer to the action you're interested in seeing

Quote:

Originally posted by Ranger:
5.More RPG elements where hero’s and troop’s stats go up with experience and levels.
<font size="2" face="sans-serif, arial, verdana">As noted previously, they do.

Quote:

Originally posted by Ranger:
6.Random Maps.
<font size="2" face="sans-serif, arial, verdana">None for me thanks, learning a map was. for me, an important n00b step in understanding the game.

Quote:

Originally posted by Ranger:
Despite all of the above the games is additive and has that one more turn feel to it but, in it’s current state the game seems over priced. I will be following the patches to see if they address any the above items and will pick up the game then.
<font size="2" face="sans-serif, arial, verdana">So what $50 game is more deserving of your money, and why?

~Aldin

Darryl December 25th, 2003 05:02 AM

Re: Demo Comment & Questions:
 
Quote:

Originally posted by Ranger:
1. Display the level of priests and mages.
<font size="2" face="sans-serif, arial, verdana">
Quote:

Originally posted by aldin:
Where? For what purpose? You can see the level while you're playing. The nation description tells you your strongest priest strength (2=weak, 3=average, 4=strong) and which spheres of magic your mages will primarily utilize. I guess I don't understand what you're looking for.
<font size="2" face="sans-serif, arial, verdana">Ummm.....just out of curiosity, where did you get those numbers? I just looked in the manual and there's a whopping 3 sentences about Priests. I guess this is something you're just supposed to "figure out" during the game?

FYI I didn't know anything about those numbers for weak and strong, etc.

And I'm assuming each "yellow star" is a level, right? So you start out at "0 level" and go up?

Quote:

Originally posted by Ranger:
2.Ability to rename hero’s.
<font size="2" face="sans-serif, arial, verdana">
Quote:

Originally posted by aldin:
Yes and No. It's nice to have the mercs and national heroes always have the same names. I'd love to be able to rename prophets, especially, when they become prophets.
<font size="2" face="sans-serif, arial, verdana">I think that the option of renaming heroes wouldn't be a bad thing at all. I remember you could do that in MoM when heroes showed up. It would give the "standard" name of the hero and give you the option of changing it. If you like the name, keep it. If not, change it to something you do like. Why do you think having that option wouldn't be good?

Also I think it is necessary for commanders. I'm tired of having to look at each commander just to make sure I'm sending the "correct Hymer" into battle. And yes, I have sent the wrong guy into battle and thought "what the heck happened to his army"? I actually think it would be better just to have "commander 1" or "Jarl 1" which incremented with each commander instead of duplicate names if renaming isn't possible. At least the name would mean something during the game. As it is I start trying to ignore names and get into the habit of checking every commander.

You haven't played Dominions until you have 3 commanders with the same name in a 5 commander army. That's happened a couple of times to me and I've played 4 games, 3 of which started and ended on turn 40 in the demo.

Quote:

Originally posted by Ranger:
5.More RPG elements where hero’s and troop’s stats go up with experience and levels.
<font size="2" face="sans-serif, arial, verdana">
Quote:

Originally posted by aldin:
As noted previously, they do.
<font size="2" face="sans-serif, arial, verdana">You know a lot of these requests could be filed under "better documentation". I just looked and I couldn't find any mention of experience in the manual at all.

Quote:

Originally posted by Ranger:
Despite all of the above the games is additive and has that one more turn feel to it but, in it’s current state the game seems over priced. I will be following the patches to see if they address any the above items and will pick up the game then.
<font size="2" face="sans-serif, arial, verdana">Disagree with this one. I have some annoyances but none are show stoppers. After I'm still playing this when Dominions III comes out if 2 years it'll be a steal.

Darryl

aldin December 25th, 2003 07:17 AM

Re: Demo Comment & Questions:
 
Quote:

Originally posted by Darryl:
Ummm.....just out of curiosity, where did you get those numbers? I just looked in the manual and there's a whopping 3 sentences about Priests. I guess this is something you're just supposed to "figure out" during the game?

FYI I didn't know anything about those numbers for weak and strong, etc.

And I'm assuming each "yellow star" is a level, right? So you start out at "0 level" and go up?

<font size="2" face="sans-serif, arial, verdana">Ah, sorry, yes. I learned through a bit of trial and error what weak, average and strong in the nation descriptions meant with regard to priests. To be completely clear, the 2, 3 and 4 refer to the level of holy spells they can cast.

And you have the yellow stars correctly interpreted too. If you click on a stat you can see what (if any) experience adjustment there is on any given unit.

Red stars indicate your leader is a hero of some renown and you can click on the red star to see which stat it effects (only non-pretenders get a stat boost).

Quote:

Originally posted by Darryl:
I think that the option of renaming heroes wouldn't be a bad thing at all. I remember you could do that in MoM when heroes showed up. It would give the "standard" name of the hero and give you the option of changing it. If you like the name, keep it. If not, change it to something you do like. Why do you think having that option wouldn't be good?

Also I think it is necessary for commanders. I'm tired of having to look at each commander just to make sure I'm sending the "correct Hymer" into battle...You haven't played Dominions until you have 3 commanders with the same name in a 5 commander army. That's happened a couple of times to me and I've played 4 games, 3 of which started and ended on turn 40 in the demo.?

<font size="2" face="sans-serif, arial, verdana">I'm against the option because in MP your opponent should be able to recognize all mercenaries and your national heroes. You, of course, have the same ability.

And boy do I ever agree about the multi-Joe problem. The naming routine really ought to check if you have any commanders of that name already and do something different (change the name, add a 2, whatever).

Quote:

Originally posted by Darryl:
You know a lot of these requests could be filed under "better documentation". I just looked and I couldn't find any mention of experience in the manual at all.

Darryl

<font size="2" face="sans-serif, arial, verdana">Better documentation is an interesting call. I'd love a manual five times this size with more information, examples of play, a unit chart, a nation and theme break-down, etc. But the 134 pages provided give what needs to be given - enough info to play, to multi-play, an item breakdown and a magic breakdown (the hotkey list is gratefully received as well). Since $50 is the going rate for games, I appreciate getting the manual I need and don't mind not receiving the behemoth I might want (and frankly a 500 page manual might have been offputting even to me).

Glad you're enjoying the game too!

~Aldin

[ December 25, 2003, 05:19: Message edited by: aldin ]

DLC December 25th, 2003 07:42 PM

Re: Demo Comment & Questions:
 
i want a autocollect(to storage) feature on my blood collecting mages http://forum.shrapnelgames.com/images/icons/icon9.gif

Wendigo December 25th, 2003 07:47 PM

Re: Demo Comment & Questions:
 
Already exists: go to the lab, go to the screen that shows the gem income, hit POOL besides your slave income.

Saber Cherry December 25th, 2003 07:54 PM

Re: Demo Comment & Questions:
 
Quote:

Originally posted by Wendigo:
Already exists: go to the lab, go to the screen that shows the gem income, hit POOL besides your slave income.
<font size="2" face="sans-serif, arial, verdana">Not quite - only works if your blood slavers are at a lab, which for me, never happens. Either blood slavers should auotmatically send slaves to the pool (as happens with normal magic sites, even those without a lab in the province) or there should be a commander "pool" button... in other words, select a commander, go to the gem transfer screen, and choose "pool" for a gem type, and have that commander automatically collect all gems of that type from other commanders in the province.

This has been requested before, but... maybe it will be added soon.

Gandalf Parker December 25th, 2003 07:56 PM

Re: Demo Comment & Questions:
 
He might want it turned on all the time. Like casting spells or researching stays on. For playing someone like Mictlan it would be important. I think it may have already been requested.


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