Thread: Wish List
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Old April 23rd, 2004, 01:24 AM
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LintMan LintMan is offline
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Default Re: Wish List

My (rather large) wish list, broken into a few categories:

Battle viewer wishlist:
- The f and n keys are a big improvement to speed up battles (thanks!), but I'd still love to see an r key to "rewind" the battle 1 turn at a time.
- I've love some options to turn on more verbose text play by play of what is happenning in the battle. Ie: instead of just "Luigi casts Fireball", the next line would be "2 militia killed, 1 damaged". I'd even like to see text play-by-play for missile fire and melee attacks; it wouldn't have to be for every unit, but just per group. ie: maybe "Archers fire shortbows at heavy cavalry" and "Wolves attack light infantry".
- It'd be nice to be able to look at a unit and have some idea what its group morale status was, perhaps a small bar that shrinks as its group morale drops.
- How about a toggle to display their health/fatigue bars above units heads (like in RTS games)? This would beat the heck out of having to click on each unit to know all their health status.
- Another nice RTS-ism would be if little numbers floated over the heads of units as they took damage.
- A lot of the negative effects that a unit can get in combat don't show seem to up in the unit information window (I'm thinking stuff like cold effect, on fire, entangled/netted, etc)
- It'd be nice if there was a way to highlight all the commanders (both sides). Some of them completely blend into the crowd so you have to hunt for them, particularly if you're new to the game or just unfamiliar with the race.

Monthly Messages list wishlist:
- fix the "Goto Province" bug, where it is broken for certain events (such as assasinations)
- Assasination and Castle battle notices should give battle result reports in the same way as regular battles. (ie: who won, and how many units lost on each side)
- Some Messages are very, very generic; more detail would be helpful: Say how many gems were found in the gem finding events, which global enchantment was cast (I don't think it says in some cases), and which global enchantment got bumped, if one did.
- It'd be interesting to see in the battle result reports how many provincial defense units were killed (listed separatedly from non-pd).
- It'd be very nice if the battle reports listed the number of units that fled the battle on both sides, and if those units on either side died while fleeing.
- It'd be awesome if the battle results report was able to show which commanders/units were lost (in a clickable fashion to bring up their info), rather than just numbers. Not as nice, but still good would be if the report could provide a text list of commander names and which/how many units were killed.

UI wishlist:
- Show a unit's upkeep cost in its unit info window.
- Add a 'disband' button to the unit info window (or somewhere else) to dismiss units you no longer want to pay for.
- It'd be nice to have a window with an upkeep cost breakdown: per province: the cost of every mage/commander, and every group of non-commanders.
- Scrollable windows should all support the PgUp/PgDn keys, as well as the cursor keys to scroll them.
- It'd be nice if things like the exit button and your gem totals (on the spell ritual lists) were part of the window frame and did not scroll with the rest of the window contents, so you don't have to scroll around to find them.
- In the army setup screen, it'd be nice if you could (optionally) have all wounded/afflicted units show a little "w" (or a heart) under them, so it'd be easier to find and group them. I know that the w key selects wounded, but it only works for the current group, not for the whole army screen, and it leaves the originally selected unit highlighted even if it isn't wounded.
- I'd love to see map icons (like the temple/castle ones) for laboratories, and for scouts/spys/assasins in enemy territory.
- It'd be nice if province name and assorted info (ie: population, ownership), gotten from scouting/spying was remembered after the scout/spy leaves the area. Maybe it could be "ghosted", to indicate the information might have changed since you no longer have a direct observer.
- If you select a ritual spell that you cannot afford, or which your mage cannot cast, the window closes without any warning that your selection was invalid. I believe this is also true for magic items you can't afford to forge. It'd be nice if there was a little popup warning you about this.
- If you let your magic item treasury fill up, further forged items get lost without warning. It's be nice if the treasury couldn't fill up, or if you got a warning about this. (Yes, this isn't a common problem, but late game if you're forging tons of stuff, it can happen).

Gameplay stuff:
- It'd be nice if routed units on the victor's side "came back", rather than getting scattered. Or at least, if it worked that way for units ordered to fire and retreat or cast spells and retreat.
- It'd be cool if units "with their backs up against the wall" in a surrounded province knew that routing means certain doom, and had a slight "we'll go down fighting" morale boost.
- It'd prefer to see "auto death after 40 rounds of combat" be changed to auto retreat, and the round limit increased, especially for castle battles, which can drag on.
- It'd be nice if archers and mages became more conservative about potential friendly fire when they are going after already-routed targets. It seems the friendly fire deaths to my melee units get worse at that point than any other time, which seems senseless.
- I've seen Groups of units blithely chase a routed group right past a crowd of non-routed archers that were drilling it ruthlessly. It'd be nice that if a group's target routes, it would reprioritize its targets to go after non-routed enemies first to minimize casualties. (I can see cases where "keep them from fleeing at any cost" would be preferable, but I think the generally preferable case would be to minimize your own casualties.)
- more flexible game creation options: change pretenter starting point amount (via mod?), split out "rich" map setting to a separate resources and gold, and have a few levels of setting ie: .75x/1x/1.5x/2x for gold/resource availability. Allow the max number of global enchantments to be set to any number (including "unlimited")
- allow the path cost multiplier for pretender creation to be modded (ie: instead of 8 per level, allow modding it to 6, or 10).
- allow the individual scale costs to be modded. (Ie, make, say, "order" cost more, or "luck" cost less, or possibly even allow negative scales to pay more or less than the positive side does).
- it might be interesting if province defense that successfully flees to another province either became part of the player's regular army, or increased the pd of that province, rather than just disappearing. (Not sure if that'd be unbalancing, though).
- I know Dom2 is PBEM and all, but how about throwing us single-player-only people a bone and adding save/reload functionality for SP only? The third-party domsaver tool is very nice, but I hate alt-tabbing out every turn to use it to save my game, and I prefer not to play in a window, either. Even just having a fixed number of, say, 10 save-game "slots" would be better than nothing.

AI wishlist:
- The AI's need to build castles!
- It'd be nice to have AI "personalities" and/or customizable/moddable behavior
- Any other general improvements to the AI would be nice - I do SP only, so the AI's all I got!
- It'd be nice to be able to toggle between AI and human control of any player, at any time (at least for SP games).
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