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December 1st, 2003, 06:18 PM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by PhilD:
quote: Originally posted by HJ:
It would be nice if the confirmation screen would pop up when you click on "throw it away" in item redistribution screen. I just accidentally threw away an item that I wanted to put in the lab, since I clicked just below the lab tag, and there were lots of commanders in the same province and I was scrolling down. It's unrecoverable and it's terminal, and it can be really painful, while at the same time it's not that often that you would want to throw something away either, so it wouldn't hamper the gameplay otherwise. A simple screen with clickable yes-no options would do.
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I won't say there shouldn't be this kind of confirmation popup, but if you're really mad for losing your item, you can "quit without saving" and replay your turn.
Of course, depending on how far you are in your game, that may be a LOT... This trick is also handy if you did alchemy in the wrong direction, bought too much province defense, or any other "immediate" action that you then regret. (I don't know why you can't cancel province defense that you bought this turn - but you can't, without this kind of trick.)
You don't need to quit without saving though - you can just finish your turn normally, but don't host, instead click on your nation again, and when it says you have already played your turn, click on "Redo turn from start".
In both cases though you will have to redo your entire turn.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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December 1st, 2003, 11:28 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
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Re: Impartial MASTER LIST of issues/problems
sorry to all that I haven't updated this list - I lost my internet connection almost 2 weeks ago, and won't have it again until friday (right now I'm writing from work - an emergency situation only). I do intend to update the list once I get connected again.
sorry about the delay.
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December 10th, 2003, 07:27 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Impartial MASTER LIST of issues/problems
bump
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January 27th, 2004, 06:16 PM
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Private
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Join Date: Sep 2002
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Re: Impartial MASTER LIST of issues/problems
I have another issue with the game..
5 Global enchantments?
Limits are for police, I think you should be able to have every beneficial global enchantment in the game cast at the same time.
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January 27th, 2004, 06:47 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by Lord_Devi:
I have another issue with the game..
5 Global enchantments?
Limits are for police, I think you should be able to have every beneficial global enchantment in the game cast at the same time.
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More than five would be abusive. In my R'yleh game I have all five of the slots used myself. No one else in the game has the magical power to challenge me effectively. More slots would just make the disparity sicker.
What might make the game more fun though is to distinguish between rituals that affect only the caster's dominion, and those that affect others (or the whole world). Truly global enchantments should remain limited to 5. Or perhaps even reduced to 3. Dominion-wide enchantments could have limits removed. So more than one nation could have Gift of Health active at the same time. You can still Dispel someone else's enchantments if you want to be the only one to have it.
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January 27th, 2004, 07:23 PM
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Sergeant
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Join Date: Jan 2004
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Re: Impartial MASTER LIST of issues/problems
I like that suggestion Arryn
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Regno Dominatio
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January 27th, 2004, 08:51 PM
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Private
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Join Date: Jan 2004
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Re: Impartial MASTER LIST of issues/problems
I hav't read this whole thread, so if this has already been mentioned... oh, well.
I would like to see items forged be able to contain spells that the forger has, instead of a set list of items that can be made. I.e. put combat spells that the caster can use into an item, give it to a hero, and send them off with it to use that spell in battle (even if the hero cannot cast that spell)... It could either be permanent, require the caster to carry gems, etc. I would also like permanent unit enchantments, if there aren't any already.
Also, I would like better production and battle qeues Queues as have been mentioned...
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