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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

 
 
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Old October 6th, 2003, 04:39 PM

licker licker is offline
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Default Re: Nagas and other "lost" pretenders

I don't think there's any real animosity between illwinter and any of their fans, just people who want to see Dom2 be the best that it can be, though that 'best' can and is different for different people

I will second (or third or whatever number I am) the suggestions that would leed to Dom2 becoming more of a macro oriented game, I think everyone has done enough micro games, and Dom1, while containing elements of micro, really is more of a macro type game than it is micro. For the sake of clarification (sticking with fantasy themed games) I consider HoMM and AoW to be micro oriented games, what they consist of mostly is learning the proper order in which to build up your cities, then doing it, then learning the proper order in which to build up your troops. Its fun for a while, but it gets really dull and annoying (especially HoMM) after a while, becasue you *have* to do things in a certain order, and you can't automate it very effectively.

Dom is much better in lessening that aspect, partially because it abstracts all the improvment building into the province statistics, but also because it isn't as geared toward that type of thinking. Where I run into problems with Dom1 is in the issuing of orders to troops and mages, for this some saved scripts (as has been impemented apparently) would be a real god send. It would also be nice to be able to issue permanent orders for anything (already done for patroling and repeat rituals), and stacked orders for site searching mages or sneaking commanders/armies.

It sounds like Dom2 is orders of magnatude more user friendly then Dom1 already with the empire screen (F4 right?) and other already implemented improvments, so I am hopeful now that once Dom2 has been out for a few weeks and people have kicked it around, working out any remaining bugs or balance issues, the devs will have the time and desire to address further UI, or 'player friendly' improvments.
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