Re: suggestion about commanders
" it is incredibly easy to 'lobotomize' the AI by adding features only humans can use properly. "
Heh, MoO3 anyone? Though there were more problems there than just too much complexity.
Actually the abstracted complexity is fine when the game is more geared to macro... but the testing and proving that the complexity can be handled by the AI must be a pain in the @#$...
I wouldn't mind seeing more robust province modeling in Dom eventually, but I don't think it should be attemped for Dom2. The next step in Dom would hopefully be further improvements to combat, either by allowing for some sort of control during a battle, or expanded orders for scripting.
It would also be nice if there were some assistance in setting your scripts. Say you selected a group of commanders with units and were given some basic choices for setting all of their positions and attitudes. Then you could still go in and tweek specific placements and orders. But the going through every commander and every group of units one by one is quite tedious (at least in Dom1).
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