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November 5th, 2003, 10:17 AM
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Lieutenant Colonel
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2 missing visual cues
I think the interface can benefit from these:
- when only sneaky units are in a province, there is no visual cue on the map (the sole flag is the flag of the owner). Something like a smaller flag of your nation would be cool. I sometime forget about some scouts (yes nation overview can help me track them, but still)
- put level 4 search in all magic fields of the Capital, thats would be handy in the nation overview. Also many new players ask if they have to search their capital (two birds with one stone).
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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November 5th, 2003, 12:15 PM
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Sergeant
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Re: 2 missing visual cues
Quote:
Originally posted by Pocus:
I think the interface can benefit from these:
- when only sneaky units are in a province, there is no visual cue on the map (the sole flag is the flag of the owner). Something like a smaller flag of your nation would be cool. I sometime forget about some scouts (yes nation overview can help me track them, but still)
- put level 4 search in all magic fields of the Capital, thats would be handy in the nation overview. Also many new players ask if they have to search their capital (two birds with one stone).
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Might as well make it 9 (like Acashic Record).
That is, assuming that it's still impossible to find magic sites other than the starting ones in capitols. I haven't found any yet, but I'm not taking it for granted that it's impossible - I've only searched 3 or 4 capitols so far.
BTW, you can often find those hidden scouts using the 'n' key. It cycles through all commanders with defend, siege or hide orders.
This won't help you find hidden preachers, spies inciting unrest or something like that though.
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-- Dominions II spell manual
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November 5th, 2003, 01:26 PM
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Major
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Re: 2 missing visual cues
Quote:
Originally posted by Pocus:
- put level 4 search in all magic fields of the Capital, thats would be handy in the nation overview. Also many new players ask if they have to search their capital (two birds with one stone).
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In theory you can add #feature scripted items to capitals - ie, additional sites which have to be found.
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God does not play dice, He plays Dominions Albert von Ulm
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November 5th, 2003, 01:52 PM
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Major
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Re: 2 missing visual cues
Quote:
Originally posted by Chris Byler:
That is, assuming that it's still impossible to find magic sites other than the starting ones in capitols. I haven't found any yet, but I'm not taking it for granted that it's impossible
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#features 100
Adding this line in a map file will give you 4 sites in every province, when playing a game created from this map file. Except capitals never get extra sites.
Another way to demonstrate it without Acashic relies on the fact that, at game creation, random sites are placed before #feature'd (ie, specific) ones. So if you try something like:
#features 100 // full sites in non-capital provinces
#setland 1 // a non-capital province
#knownfeature "Throne of the World" // won't work, since the province already has 4 random sites
you'll notice you never get a "Throne of the World" in province #1. Now try the same in a capital. It works. QED.
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God does not play dice, He plays Dominions Albert von Ulm
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November 5th, 2003, 05:13 PM
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Captain
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Re: 2 missing visual cues
You can find your 'hidden' units on the F1 screen can you not? Though a visual cue on the strat map would be nice
There sort of is a cue though, you can see the armies in provinces that you normally cannot, if your sneaker is deep enough...
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November 5th, 2003, 05:16 PM
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Major General
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Re: 2 missing visual cues
Regarding magical site searches, the interface could in theory help out even more. For instance, since searching is deterministic and there's a hard cap on the number of sites in a province, there are times when a given commander's search or a particular divination spell -- Auspex, Haruspex, Augury et al -- cannot produce any positive results.
If a commander has no searching ability that's superior to that already used in the province, perhaps the 'search' option should be greyed out.
A similar filter (greying out provinces) would be nice for the divination spells, but that would probably be harder. I would suspect that all the remote-targeted spells use a common path through the code for selecting provinces, and that it may not have the support for filters, e.g. accepting a set of trinary flags (must have this, must not have this, don't care) or perhaps a function pointer for a more general filter that could perform the appropriate tests given pointers to appropriate data structures. It would be nice, 'tho.
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