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  #1  
Old December 15th, 2003, 02:40 AM

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Default Re: Christmas Wish List of Features! Dear Kriss Kringle ;)

My Definition of Archer Friendly behaviors is:

Archery Cavalry using their Archery to it's advantage based on orders. Things of this nature could be a "Fire and Run" command only usable my mounted archers of specific or non-specific nations. What this might encompass is the Horse-archers will fire their bows until they are approached a certain (closish, like 3 'hexes' or something) then they will move at full speed to the back of the map and fire their arrows until they are approached in that radius again, if so, they move back (this might only need to be something that happens once, depending on the speed of the unit, they will be at the 'wall' their first 'retreat') and fire their arrows. *IF* they get closer than 3, and can't go nowhere or run out of arrows, then the unit will charge the nearest enemy.

That may or may not be possible or too much work; I don't know if it is or not. That might be too complex for the engine (away would be better but might be too overpowering) but I don't know if the movevment is based on 'forward/backward' as much as 'left/right', whatever. What I would like is an effort if they are going to do anything at all, to make it 'semi-realistic' instead of blanket.

Another "Archer Friendly" issue would be Archers that are targeting a routing or within a radius of your a troops (hopefully the same priority checklist as placed below) (3 or whatever) army changes targets to the fartherst, largest cluster of units (maybe even put in a priority AI of tareting first Largest, next Non-Shield, next Farthest) type of scenario to imitate commander in battlefield order changes.

Common sense things.

Or maybe just put a little checkbox somewhere that says "Friendly Fire" that will tell your troops that if their is a friendly fire situation they don't fire. I can see some instances or army types where you don't care and that could support that. (Normal Archers and Infantry of Ulm for example, Shortbows can't do anything to them so they might as well shoot half at them and half at the enemy).


I know these things are sporatic and kind of jagged, but they are just ideas.
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  #2  
Old December 20th, 2003, 03:04 AM
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Default Re: Christmas Wish List of Features! Dear Kriss Kringle ;)

Archer intelligence is my main wish. Above all, avoiding firing when likely to kill own units. Lots of other good ideas here, but just not killing my own men is the main thing I'd like to see improve in the game.

PvK
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  #3  
Old December 20th, 2003, 03:38 AM

Lord Hammer Lord Hammer is offline
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Default Re: Christmas Wish List of Features! Dear Kriss Kringle ;)

Random map generator indeed That would be awesome! Anything else would be plus plus .
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Old December 20th, 2003, 10:36 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: Christmas Wish List of Features! Dear Kriss Kringle ;)

What I'm hoping to see in the patch:

The mod tools!!

Faster battle replay speed.

Missile armed troops being able to shoot while on the hold part of hold and attack orders.

Of course there are more things but this is what I really want.

Cheers

Keir
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Old December 20th, 2003, 11:17 AM

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Default Re: Christmas Wish List of Features! Dear Kriss Kringle ;)

I want to give strenght to others petitions, so mine will be a mix of before stated:


• Modding tools
- For units,items,spells, events,sites,....
• End/quit/save/host button remake [so that 'end turn' takes you directly to next turn]
• Line between commanders and regular units in recruitment screen
• IA more accurate (building forts, national units, friendly archers,...)
• More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.)
• Battle results (i.e. list of casualties) when storming a Castle
• Ability to rename commanders, or at least add epithets
• Ability to close screens without having to scroll down or press ESC (e.g. Windows-style [x] or 'Exit' button below instead of at the end of scroll-lists)
• Detailed lists of losses (most importantly commanders)
• Build queue doesn't charge you for units which won't be built that turn
• Increased battle replay functionality (various speeds, etc.)
• Triggered events in scenario making
• Possibility to use the same nation many times in the same game (like 3 Ulm players)
• Enabling/disabling spells [being able to indicate which spells your mage should pick from]


Happy Christmas Illwinter and Dominions gamers

[ December 20, 2003, 10:19: Message edited by: UNIVAC ]
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  #6  
Old December 20th, 2003, 06:56 PM
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Default Re: Christmas Wish List of Features! Dear Kriss Kringle ;)

(not a serious post)

Not pointing the finger at anyone in this thread (actually there are other threads that bring it more to my mind) but have you ever noticed that the kids that have been really really good are somehow always shown as having short lists for Santa? And the ones most likely to get coal have a list that goes to the floor?

Like I said, not this thread. The thought that started it here was maybe posting a comment to Univac saying "Wow, you must have been really good this year" since I havent seen enough of his Posts to comment.

[ December 20, 2003, 16:57: Message edited by: Gandalf Parker ]
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Old December 21st, 2003, 03:34 AM

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Default Re: Christmas Wish List of Features! Dear Kriss Kringle ;)

Quote:
Originally posted by Gandalf Parker:
(not a serious post)

Not pointing the finger at anyone in this thread (actually there are other threads that bring it more to my mind) but have you ever noticed that the kids that have been really really good are somehow always shown as having short lists for Santa? And the ones most likely to get coal have a list that goes to the floor?

Like I said, not this thread. The thought that started it here was maybe posting a comment to Univac saying "Wow, you must have been really good this year" since I havent seen enough of his Posts to comment.
To be honest, i actually got everything i could ask for for Christmas: Dominions 2 and three weeks vacation .
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