|
|
|
|
|
October 24th, 2006, 06:20 PM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Patch Improvements
UPDATED: 10/24/2006 Lots more updates added, soon starting page_8, eventually everyones request(s) will be added.
This topic is to save work / time for Illwinter.
Any post placed here requesting a feature will eventually be added to the original 1st or 2nd post providing Illwinter a quick one stop place for feature improvements.
Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.
__________________
There can be only one.
|
October 24th, 2006, 06:32 PM
|
|
Second Lieutenant
|
|
Join Date: Mar 2004
Location: Atlanta, GA
Posts: 488
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
Desire: 1,2,5,6,7,8,9,10,11,13,14,16,17,25,27,32,43,47,51, 56,57.
|
October 24th, 2006, 09:33 PM
|
Sergeant
|
|
Join Date: Aug 2006
Location: Near Allentown, PA
Posts: 371
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
A simple interface improvement is all I'm ready to suggest now, as my Dom experience is limited to DOM 3 and I'm still learning.
When you check the spells that you're considering having a mage cast, your gems are shown at the top, but they quickly scroll off the screen. It would be useful to sticky them, so you don't have to scroll back up and recheck your stockpile.
Also, a link to the alchemy screen from the spell list wouldn't be a bad idea. It would save some clicking.
__________________
"You're never more vulnerable than when you have both hands wrapped around your opponents throat." -Ubercat
"I'm not convinced that faith can move mountains, but I've seen what it can do to skyscrapers." -William H. Gascoyne
|
October 25th, 2006, 04:06 AM
|
Lieutenant Colonel
|
|
Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
When forging an item using a commander with a forge bonus, the gem cost for the item shown is the base cost, not the cost after applying the forge bonus.
For example, if my smith has a forge(25) bonus, and I order him to forge something, and I look through the items list and I see "sword of spaghetti" its' gem cost is shown as 5 Earth gems. This, I presume, is the base cost, and the actual cost to me to forge it would be 4, due to the forge bonus.
Most of the time, the game is great at showing values with all the modifiers applied, but not in this case. Can we get this changed?
|
October 25th, 2006, 05:08 AM
|
|
First Lieutenant
|
|
Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
Supporting list:
2, 6, 7 (much wanted, though unlikely to happen), 8, 9, 11, 14, 15, 16, 19, 29 (similar in my mind to 7: give more complete "army deployment" options, to make skirmishers possible), 37, 38, 45, 47, 51
|
October 25th, 2006, 05:08 AM
|
Corporal
|
|
Join Date: Mar 2006
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
I'd quite like the list of godly names to be moddible. Idealy with no built in names.
Titles will be devided into requirements and title. A requiremnt can be any of the following:
Minimum skill in a magic path(s)
Gender
physical body
Dominion scales.
Boolean operators should be supported, e.g. Growth > 0 OR Nature > 2
The title can be simple.
King of Air.
or by useing brackets () you can have a comma seperated list and one word will be selected randomly.
(King, Lord, Prince) of Air.
And if you have a secondary bracket [] inside the first bracket you can make it chose between two lists based on requirements. The first list that passes will be selected.
([male: King, Lord, Prince] [female: King, Lady, Princess]) of Air.
If you use {} instead of () then rather than choseing the first list that passes it randomly selects a word from any list that passes. If there are no [] brackets then () and {} are interchangeible.
|
October 25th, 2006, 12:45 PM
|
Corporal
|
|
Join Date: Mar 2006
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
I'd quite like to see it that casting a global enchantment dosn't dispell existing ones.
|
October 25th, 2006, 01:11 PM
|
|
Second Lieutenant
|
|
Join Date: Aug 2004
Location: Argentina
Posts: 478
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
I agree with
1,2,5,8,13,14,16,17,18,19,22,25,32,33,39,41,43,44, 46,47,48,53
__________________
" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro "
|
October 25th, 2006, 02:49 PM
|
|
First Lieutenant
|
|
Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
Quote:
Tortanick said:
I'd quite like to see it that casting a global enchantment dosn't dispell existing ones.
|
This is most likely a positive design decision from Illwinter, as well as a possible way for non-Astral nations to remove a hurting enchantment (ie, fill enchantment slots and then try to overwhelm the annoying one with a new enchantment). So I don't think they will want to "improve" this part...
|
October 25th, 2006, 06:43 PM
|
Corporal
|
|
Join Date: Mar 2006
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Patch Improvements
IMO its better to make dispel easier than have enchantments overwrite each other.
For example they could create a whole range of dispells one for each gem type.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|