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Old March 9th, 2004, 04:26 AM

djtool djtool is offline
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Default Re: Wishlish! (For the next patch)

For spell casters, under the 'cast specific spell' combat script choice, place a box next to each spell that you can check/uncheck to assign the repetoire (sp) of spells your mage may cast.

Replace the 'hold and attack' command with 'hold and attack in X rounds'. Place an up and down arrow above/below the number so that you can adjust it.

in the preferences menu allow the abilty to have a tone(s) played when every person in a network game has played their turn.

Definately a map mod utility...that would be special

Make 'blood hunt' a one turn only action.

that's all i can think of atm
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Old March 9th, 2004, 04:32 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Wishlish! (For the next patch)

Quote:
Originally posted by djtool:
[QB]Definately a map mod utility...that would be special
In order to be better than using a paint program and the included map editor the map utility would have to have nearly as much work as a full featured paint editor. That's not really feasible.

Quote:
Make 'blood hunt' a one turn only action.
Why on earth would you want this? You certainly don't want to have to go through 20-40 scouts every turn and reassign blood hunt orders to them.
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Old March 9th, 2004, 05:11 AM

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Default Re: Wishlish! (For the next patch)

perhaps its because i haven't played a deep game, but i sometimes forget about it and have had the unrest get out of hand.
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Old March 9th, 2004, 09:25 AM

dzbabi dzbabi is offline
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Default Re: Wishlish! (For the next patch)

I would like to have the option to set the Magic Sites to AUtodetect or let ANY mage find all Sites.
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Old March 10th, 2004, 02:25 AM

mivayan mivayan is offline
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Default Re: Wishlish! (For the next patch)

(posted the idea in another thread earlier but this is a better place for it)

I wish the ai would never override my choices of spells to cast for the purpose of saving gems when I am storming an enemy castle. The reason is that a few enemy mages that my big army could easily kill on an open field, are much harder to kill when the castle walls block access. And defensive spells with a gem cost are sometimes very usefull against the arrows from the castle.

The gem-saving ai should still be active for the defender of the castle to prevent it from wasting gems on a single attacking scout.
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Old March 10th, 2004, 02:42 AM
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Default Re: Wishlish! (For the next patch)

I'd like

- a key to go to the next province in the editor. No "ctrl + something" but an easy accessible like space.
- More documentation or at least a list of all modding commands would be useful.
- monthly forging
- lab symbol on the map
- switchable (magic site) search numbers on the map
- info why scripted spells were not cast
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Old March 9th, 2004, 03:52 PM
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Default Re: Wishlish! (For the next patch)

AI--

It would be nice to have a modular combat AI. In the program, different modules are called depengin on whether the player has chosen the commander's general Stance to be offensive, defensive, or support.

Offensive Stance: mages throw fireballs, shards, and other damage spells; non-mages go into personal combat, rampaging among the enemy.

Defensive Stance: mages cast armor, entangle, sleep, etc.; generals lead from way way behind, use bows, or just yell commands from afar--keeping safe, but not very effective.

Support Stance: mages cast bless, heal, morale boosters, berserk spells, etc.; generals actively lend support by boosting morale, leading from just behind their tropps, exhorting them not to rout, turning routs into retreats, adding small bonuses to their troops' abilities (e.g. att, def) depending upon their own leadership skills.

It seems to me that this would be relatively easy to do, and it would solve a lot of the current combat AI proglems. It would also make the enemy AI even more effective.
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