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May 10th, 2004, 10:46 PM
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Join Date: Mar 2004
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Re: Wish List
Lintman summed up just about everything I would like to see in Dom2 - nothing wacky or too far out, just a bunch of UI improvements and mod/option functions. I suggest the devs print that list he made and put it under their pillow, so all those things seep into their minds. It's a whole bunch of little irritations that do add up eventually.
As for this..: "
- If you select a ritual spell that you cannot afford, or which your mage cannot cast, the window closes without any warning that your selection was invalid. I believe this is also true for magic items you can't afford to forge. It'd be nice if there was a little popup warning you about this."
Just be glad you can directly target a province with a ritual now. I cant say how many times in Dom 1 I went to cast Seeking Arrow or something at a province, realized I forget to get the province number, exited and checked it, saw some army I had forgotten to move or something, went back to cast the spell, realized I'd forgetten the number, and so on..
Just to add my own bit to the wishlist, a "Forge Monthly Item" command would help me out a lot.
[ May 10, 2004, 21:51: Message edited by: Slygar ]
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May 10th, 2004, 11:01 PM
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General
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Join Date: Nov 2000
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Re: Wish List
Quote:
Originally posted by Slygar:
Just be glad you can directly target a province with a ritual now.
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I'd also like to be able to use the province number as well as directly clicking, since there are times when you want to send multiple spells at a province that will take a long time to scroll to.
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May 10th, 2004, 11:09 PM
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Corporal
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Join Date: Jan 2004
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Re: Wish List
Quote:
Originally posted by Slygar:
As for this..: "
- If you select a ritual spell that you cannot afford, or which your mage cannot cast, the window closes without any warning that your selection was invalid. I believe this is also true for magic items you can't afford to forge. It'd be nice if there was a little popup warning you about this."
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Not completely true. For example, Pollux the Arch Theurg with 3A1W3S4H attempted to cast Ritual Spell "The Wraith of God" (5S3A), which he obviously doesn't have the level for. A screen pops up when clicking on the ritual, saying "The ritual is too complex for this mage".
What is true is that no error is given if you don't have enough gem but have enough path. This applies to Item Forging as well.
On the other hand, if you do not have the level to forge an item, that item simply won't appear in the "Forge Magic Item" window even if you have the Construction level needed. E.g. you won't see "Boots of Quickness", a Construction 6 item, despite having Cons 6 researched, if you use the Forge command with a Mage without path in Water. The exception is with "The Forge of Ancient" global enchantment, where you can see and forge items that have requirement at most 1 level above the forging mage in each path.
So not having the path either gives an error message, or in the case of magic items, th\at said item won't appear in the list of forgeable items. No error is given, however, in both cases if insufficient gems are present.
-Gateway103
[ May 10, 2004, 22:14: Message edited by: Gateway103 ]
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May 11th, 2004, 03:00 AM
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Re: Wish List
Quote:
Originally posted by Chris Byler:
You can also estimate the resource richness of a province by its terrain. Forests and mountains have more resources than farmlands or plains.
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I was aware of that and I suspect that it may be part of the problem since it seems that most of the Feudal provinces are on grasslands, thus low resources. Of course this is only based upon my observations I have not tested this hypothesis.
Quote:
Originally posted by Gandalf Parker:
But the advantage of some of the nations is their spys or information granting dominion which allows them to make better choices in that area
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Good advice. However my intent was to express that I think it is logical that provinces that are capable of producing resource costly units have adequate resources to do so. Not necessarily on a 1-1 unit per turn ratio but 1-2 or even 1-3 would be reasonable. What I object to are situations were you have 1-6 or greater ratio of units per turn to build a knight.
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May 11th, 2004, 07:59 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Wish List
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by Slygar:
Just be glad you can directly target a province with a ritual now.
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I'd also like to be able to use the province number as well as directly clicking, since there are times when you want to send multiple spells at a province that will take a long time to scroll to. Ok. In the meantime, how about just zooming out the map so the target doesn't require scrolling?
PvK
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May 11th, 2004, 08:03 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Wish List
Some people may accuse me of beating a dead horse, but hey, I have a fresh dead horse to beat - the one that was just shot dead along with my elite heavy cavalry while they were pursuing ONE LIMPING MILITIA MAN, by their own men.
Enemy losses: 3 leaders, 45 men
Own losses: 0 leaders, 2 men DUE TO FRIENDLY FIRE
Argh!
Wish: AI does use Accuracy <100 ranged attacks on targets that have friendly units near them that have any appreciable chance of getting hit by accident!
PvK
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May 11th, 2004, 08:06 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Wish List
Quote:
Originally posted by Aetius:
quote: Originally posted by Chris Byler:
You can also estimate the resource richness of a province by its terrain. Forests and mountains have more resources than farmlands or plains.
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I was aware of that and I suspect that it may be part of the problem since it seems that most of the Feudal provinces are on grasslands, thus low resources. Of course this is only based upon my observations I have not tested this hypothesis.
Quote:
Originally posted by Gandalf Parker:
But the advantage of some of the nations is their spys or information granting dominion which allows them to make better choices in that area
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Good advice. However my intent was to express that I think it is logical that provinces that are capable of producing resource costly units have adequate resources to do so. Not necessarily on a 1-1 unit per turn ratio but 1-2 or even 1-3 would be reasonable. What I object to are situations were you have 1-6 or greater ratio of units per turn to build a knight. However if you build a proper fortress there, then they are generally able to produce at least one knight per turn, especially if you own the surrounding provinces. To me, it seems reasonable and interesting that you can't just easily create knights from farmland as soon as you've taken over a province with no military infrastructure.
PvK
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