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  #1  
Old October 10th, 2003, 01:30 AM

johan osterman johan osterman is offline
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Default Re: New Automation Features

Quote:
Originally posted by Pocus:

Daynarr, do you know if the devs have revised their opinions on absence of leaders renaming? It was an absolute 'no' from players, and the cheaters they talked about are perhaps not even existing in our blessed doms community
Sunray and PDF both said that they thought renaming was a valid strategy to confuse opponents, Gandalf Parker has also confessed to similar activities in the newsgroup. I participated in a multi player game where George McGinn would change the names of his commanders on the hall of fame more or less every singel turn, while I do not know if he did this to confuse opponents the very fact that his hall of fame commanders couldn't keep their name for two turns in a row bugged the hell out of me. So not only is strategic renaming present in the dominions community, it might very well be rampant. Also while I see why people like to rename their commanders in order to sort them, I would find it annoying to come up against a commander in a battle named a string of numbers and letter. All in all I think that the name tag is prefferable in several ways, but neither renaming or nametag will be in the gold Version, there is not time to add either.

[ October 09, 2003, 13:24: Message edited by: johan osterman ]
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  #2  
Old October 10th, 2003, 01:49 AM

Pocus Pocus is offline
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Default Re: New Automation Features

private tag : fine for me, if it makes its way some day.

Hope that the name lists will be externalized one day too (if a modding tool ever appears).
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  #3  
Old October 9th, 2003, 06:10 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: New Automation Features

Quote:
Originally posted by Pocus:
private tag : fine for me, if it makes its way some day.
Agree. And Yes I have hacked and abused things like the renaming. I often used it as a "notepad" but that was no good in human games where they could see it also. A tag would do the same but for me only? Great!

By the way, try hitting "esc" when naming a god. Or using the ^ character. Mine puts a graphic up-arrow. I have a god now named esc-esc-esc-esc which shows as 4 upward arrows.

Quote:
Hope that the name lists will be externalized one day too (if a modding tool ever appears).
I totally second that emotion. I would quickly write routines to modify such lists each time I play. Such a feature would go great with random maps.

[ October 09, 2003, 17:11: Message edited by: Gandalf Parker ]
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Old October 9th, 2003, 06:42 PM
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Default Re: New Automation Features

Topic Drift Detected

I like the suggestion that a killed commander can be viewed from the "Ulrich Sebastian got shot in the heart by a seeking arrow" message - that would be really useful. And I hope enough automation has been added so that renaming commanders is unneccesary. However, I hereby forbid any further discussion of nametags in this thread, unless you want to propose an automatic "rename every commander every turn" feature

By the way, would any betas/devs mind updating us on the current status of gem/slave overflow? Which is to say, if a slaver is catching blood slaves, and fills up his gembox completely, do the extra ones automatically get sent to the lab, or does he just stop working like in Dom I? Or - better yet - can you have a slaver send slaves directly to the lab, and not put them in his gembox at all? I find blood slaving is tedious, because unlike gem income (which is micromanagement free, after the sites are discovered), slave income requires constant shuttling and unloading. But I seem to recall that a change was made to the system...

-Cherry
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Old October 9th, 2003, 11:09 PM

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Default Re: New Automation Features

Nametags should be neat IF readily viewable (and not only in a subwindow 3 clicks away from strat map)
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Old October 15th, 2003, 06:59 PM
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Default Re: New Automation Features

*bump*

Any more comments on the automation features, or additional suggestions?

I'll recap here, for convenience:

1) Commander Go-To Command.

Click on a commander, change orders to "Go To Province", click on target province. The commander travels there along the shortest route, keeping the "Go To Province XXX" command until one of 4 things happen: a) you change his orders, b) he arrives and clears his orders, c) the path becomes blocked and he clears his orders, or d) he cannot progress farther without entering a province that has inadequate supply, so he clears his orders. I'd like this a lot, especially when the front is far from my homeland.

2) Auto-Search Command.

Issue to a mage or priest, who will keep the Auto-Search command until you change his orders, or he runs out of provinces to search. Each turn, the commander selects the closest province in which his magic levels would allow greater searching (from the new site-searching list). He goes there, searches it, and then selects the new closest valid province. When no more are valid, he clears his orders.

3) Auto-Site-Search Spell Command

Select a mage in a lab, choose a site-searching spell, and the mage will auto-target it at a new friendly province each turn, that has not been searched to level 4 in that element yet. When he runs out of provinces or gems, he'll clear orders. Ideally, if 2 mages are set to auto with the same spell, they should not target the same province on the same turn, but hey - I'm human, and I do that sometimes

4) Scout/Spy/Scry Results List

Not really an automation, per se, but it would be really useful if the most recent scouting results were saved in in a list so you don't have to write them down. Kind of like Stars!, looking at information about a province would say "This information is 3 turns old" or "...from turn 27".

5) Commander Production Queue

One commander/turn/province is fine, but if you want to make a priest EVERY turn in a province, it is tedious to have to enqueue one every turn. A commander production queue (even a short one, of 5 units) that still only produced 1 commander per turn would be a godsend.

6) Multi-unit Production Enqueue

In Total Annihilation (the king of RTS anti-micromanagement features) you could shift-click to enque 5 units instead of 1. That would be REALLY useful when enqueueing militia, slingers, lobo guards, and other cheap units. A "Repeat" order would be nice, but would require modification of the game engine.

7) Enqueued Resources Counter (*Confirmed*)

Want to know how many resources of units you have enqueued in a province? I always do. Why not add a counter, so people don't accidentally go over the max (and enque things that can't be produced that turn)?

8) Production Dequeue (*Confirmed*)

Sometimes, when my buget is tight, I go one unit over the max that can be produced in a turn... and I have to clear the entire darn queue to get it just right. The ability to dequeue the Last unit would be very helpful to people who like to perfect their queueing.

9) Commander Strategic Instruction Queue (licker)

One other thing I'd like to see is a way to queue orders for commanders, mostly to allow you to set up a mage or two to search provinces in the order you designate, rather than the auto feature as described below (ugg, usually its above...)

It would also be nice to somehow automate commanders picking up and dropping off troops from one (or many) province(s) to another. Seemingly these tasks will be easier than they were in Dom1 as one can use the Empire Screen, but a little more automation or scripting, or whatever wouldn't hurt

10) Strategic Orders Completion Messages (HJ)

Maybe Messages about construction completion could also be handy? I know that 2/3 of construction is done in next turn, but it would be helpful if I can click-snap to the province to give new orders to commander. Also, it would eliminate the need of constantly checking upon the castle construction.

11) Dead Commander View on Notification (Nagot Gick Fel)

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.

12) Gem/Slave Overflow-to-Lab

Would any betas/devs mind updating us on the current status of gem/slave overflow? Which is to say, if a slaver is catching blood slaves, and fills up his gembox completely, do the extra ones automatically get sent to the lab, or does he just stop working like in Dom I? Or - better yet - can you have a slaver send slaves directly to the lab, and not put them in his gembox at all? I find blood slaving is tedious, because unlike gem income (which is micromanagement free, after the sites are discovered), slave income requires constant shuttling and unloading. But I seem to recall that a change was made to the system...

That's it!

-Cherry

[ October 15, 2003, 18:48: Message edited by: Saber Cherry ]
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  #7  
Old October 15th, 2003, 07:04 PM
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Default Re: New Automation Features

Those are very good ideas.

I can do without, but they would make my life easier.
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