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  #1  
Old October 8th, 2003, 10:30 PM

licker licker is offline
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Default Re: New Automation Features

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Originally posted by Daynarr:
5 and 6 look really good and easy to implement. 7 and 8, if I understand correctly are already in. Remind me - in Dom I you could not remove Last unit from queue but only delete entire queue?
Correct, which bugs me cuz it seems like you lose some resources when you delete at the start of a new turn with some resources already spent on the unit.

Its a pain when you want to make a correction to your build list anyway...
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Old October 8th, 2003, 10:34 PM
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Daynarr Daynarr is offline
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Default Re: New Automation Features

Well, your pain is gone.

You can delete Last unit in queue now just by clicking on units in queue.
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Old October 8th, 2003, 10:43 PM
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Saber Cherry Saber Cherry is offline
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Default Re: New Automation Features

Goody! 2 down, 6 to go
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Old October 8th, 2003, 10:57 PM

LordArioch LordArioch is offline
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Default Re: New Automation Features

I'd say both 5 and 6 sound good...especially 6. It always hurts the fun of a game when you want to queue up 50 *insert cheap unit name* and you have to click 50 times. Plus you mentioned total annihilation which gets you bonus points.
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Old October 8th, 2003, 11:19 PM

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Default Re: New Automation Features

The only problem I see with queueing commanders is that the gold is deducted as soon as you queue them, making it difficult perhaps to do with more expensive commanders. I'd rather that the game didn't deduct that gold initially, but rather at the start of the next turn, of course that leads to other problems with running out of money between turns and what units get funded and which don't...

Still I think queues in general are a good idea, as would be the ability to transfer units from province to province without a commander, give them a 1 turn arrival delay or something or make it so that only newly built units can be vectored to new provinces, heck limiting it to only adjacent provinces would help out some.
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Old October 8th, 2003, 11:34 PM
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Default Re: New Automation Features

Quote:
Originally posted by licker:
The only problem I see with queueing commanders is that the gold is deducted as soon as you queue them, making it difficult perhaps to do with more expensive commanders. I'd rather that the game didn't deduct that gold initially, but rather at the start of the next turn, of course that leads to other problems with running out of money between turns and what units get funded and which don't...
I completely agree. But that would necessitate a complete production system overhaul. Again, I think that would be worthwhile in the interest of reducing micromanagement: Enqueue all you want for free. Then have the computer go from province to province, and in each province, produce as much from the queue as resources and gold allow. If you enqueue more than your gold income supports, higher-numbered provinces will not produce anything that turn.

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Old October 8th, 2003, 11:37 PM
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Nagot Gick Fel Nagot Gick Fel is offline
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Default Re: New Automation Features

Not really an automated feature, but anyway one thing I'd REALLY like to see in Dom II: when a commander dies because of a Seeking Arrow or even worse, a global enchantment like "The Wrath of God" that anonymously kills leaders - please add a "show (dead) commander" control which, upon activation, displays the commander screen with her possessions, and if possible her orders for the turn. I don't want to have to load the previous turn just to check I actually lost my Staff of Storms bearer or that Sorceress I wanted to use to raise domes or whatnot. It's so easy to lose track of your leaders' roles when you have dozens of them. In Dom I you could use the "rename commanders" as a workaround to this problem, but if this feature has to go, I'd like to have something in exchange.
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