![]() |
Improving Independents
Some issues I hope are addressed with Dominions_3 for the independents:
1) Allow independents to patrol castles and break sieges. #patrol and #break siege would give more options for map makers. 2) Allow assassin independents to remain hidden and then assassinate enemy commanders which have recently moved into the province. I recommend adding #hidden and #assassinate. 3) Create an option during game setup where fleeing independents retreat into neighboring independent provinces. Since it's an option the previous method will still be available as well. 4) Create a new #random_move which instructs this group of independent to randomly travel into another nearby province owned by independents. Another new option for map makers. |
Re: Improving Independents
and what happenes if human independence moves into lizard independence? that would be totally unrealistic of course. you'd need to establish independence as a bunch of CPU players almost.
|
Re: Improving Independents
Quote:
|
Re: Improving Independents
I, for one, have wanted more "active" and inter-active independents for quite a while now.
I think there should also be some diplomacy and limited fighting between them, and maybe they could even move into player-controlled provinces if they're a particularly violent breed or if you give them enough of a reason to. Quote:
Seriously, though, if there was a diplomacy system implemented for them, with some natural bonuses and penalties to different races, it could work really good. Some independent provinces allowed fleeing neighbours to enter, others didn't. Quote:
|
Re: Improving Independents
Well, I have nothing against the option but I doubt I would play with it since it makes no sense.
Independents are just people defending there homes against an occupier. Why would they ever want to move away and leave their home and family without protection? If they would move all pop should move with them. To make all indipendet weak AI makes more sense. They would rebuild ( and/or build) armies and perhaps even a strong independent would conquer some weaker provinces (or start with several provinces). But prio one for them would be homeland security. But since they are not under the divine influense of a god they will probably be eaten sooner or later. |
Re: Improving Independents
Maybe make it so an independant province automatically recruits as much PD as its income allows it?
|
Re: Improving Independents
Quote:
|
Re: Improving Independents
True, but I was not refering to them. That a barbarian horde would run rampage and plunder as many of your provinces as possible seems rational. I would really like that to be implemented. That would make the barbarian horde and other events an urgent issue.
|
Re: Improving Independents
Quote:
Quote:
For example try crossing a desert or mountain range on foot by yourself... and then try the journey with 4 children. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Improving Independents
I'd be more worried about the non-humans than Ermor. Well, BE Ermor that is.
|
All times are GMT -4. The time now is 01:21 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.