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October 8th, 2006, 11:44 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Patch Improvements
Battle replay "chugginess":
The fact that larger armies are common is fantastic. My problem is that while watching the replays there is a long freeze while the engine loops through an army's units looking for a suitable target for buffing spells. Similar stalls occur as large groups of units have their stats updated after having a spell like legions of steel cast upon them. I have plenty of graphic power, though my cpu is getting dated (1.3 ghz) and my ram could be better (512 mb).
All that said, I wondered if there was a programming equivalent to visual basic's "DoEvents" available for the next patch. If this was placed within any large loops it would allow the player to continue scrolling the view eliminating the sense of stalling.
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October 9th, 2006, 12:07 AM
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Sergeant
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Join Date: Aug 2005
Posts: 286
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Re: Patch Improvements
Skipping Magic
The ability to skip the magic round of combat (using the "S" or "M" key), but still seeing all the others.
It seems to me that, even on fast forward, mages take a long time to cast their spells. This is because they pause for every mage (to give the player time to read the spell?).
I often find this annoying, and I just want to skip to the melee combat.
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October 11th, 2006, 07:02 AM
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Major
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Join Date: Sep 2003
Location: Budapest, Hungary
Posts: 1,221
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Re: Patch Improvements
Quote:
Ballbarian said:
Battle replay "chugginess":
The fact that larger armies are common is fantastic. My problem is that while watching the replays there is a long freeze while the engine loops through an army's units looking for a suitable target for buffing spells. Similar stalls occur as large groups of units have their stats updated after having a spell like legions of steel cast upon them. I have plenty of graphic power, though my cpu is getting dated (1.3 ghz) and my ram could be better (512 mb).
All that said, I wondered if there was a programming equivalent to visual basic's "DoEvents" available for the next patch. If this was placed within any large loops it would allow the player to continue scrolling the view eliminating the sense of stalling.
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1.3 Ghz CPU and 512mb RAM is just not enough. You should try to reduce the gfx settings, or buy a 3Ghz CPU and +1.5 GB RAM. Then you won't have any problems. 
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Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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October 11th, 2006, 07:42 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: Patch Improvements
I have almost exact stats except double the memory. 
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October 9th, 2006, 03:15 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
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Re: Patch Improvements
Quote:
Endoperez said:
IIRC, mages ordered to "Stay behind troops" cast spells but stop before they are unconscious. I can't verify this yet, as I don't have my Dom3 manual yet, but I seem to remember it being this way. "Stay behind troops" would also be a good enough command for mages who you don't want to cast spells , wouldn't it?
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Mages on stay behind act the same as mages on casting spells, at least they cast and get unconscious. But the fatigue thing is not that important.
Today i noticed some other things that might be improved:
whirlwind spell description
First it would be nice if the type of the snatched commander would be shown so that its simpler to notice what you have lost. Second I'd like it if there it would say if the commander survived or not (Or can i assume that when a commander drops down in an other Province than the start he died?)
AI should build more Province defence
AI almost never has big province defences, and i think it might be worth something if the AI might build at least 20 or so. (I think you get lots of troops for just 200 gold)
AI should consider strong Province defences as dangerous
What i noticed is that the AI attacks provinces always with too less troops. Last game i was against Tien Chi and they wasted every turn about 100 units on a province with 100 defence. If the AI would notice the province defence and build corresponding armys (I did only have PD in that province) i think she (is AI feminine??) would be a lot better.
Friendly fire
I'd like an option to order your archers not to fire where own troops are in the adjacent square as in a lot of the littler battles my only losses are from friendly fire. (Especially funny is the friendly fire when your archers kill the units chasing routing enemys :/)
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October 9th, 2006, 07:40 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Demobilization
Demobilizing troops: It should be possible to demobilize troops. Disbanded 'normal' units with minds might contribute to province defense, unrest, both, or neither -- probably depending on dominion, unrest, existing PD, and whether they were healthy or starving (wounded units most likely to simply vanish; healthy, but inexperienced units, especially hungry ones, in a province riven with unrest might turn to banditry).
Disbanded magical, undead or demon units might simply vanish or turn to unrest only, if they have minds; and simply dissolve, otherwise.
One question would be whether the commander demobilizes with them.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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October 10th, 2006, 10:31 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Demobilization
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander, or some of them every round of combat. Choosing a multiplayer option that downgrades the soloplay options might be a consideration.
Just thought Id toss that in on some of the "dont know why it hasnt been done" comments.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 11th, 2006, 09:06 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Re: Patch Improvements
Quote:
NTJedi said: Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.
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I support all the Dhaeron ideas ( which are also mine ). I think that the improvement of the tactical part of the game (a new order for skirmishers, more precise final order or repeat function for commanders, etc...) should be the priority once all bugs are fixed as it's the sole area of the game without new possibilities, as well as all these suggestions were made hundreds of times in the dom 3 wishlist or here.
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October 12th, 2006, 06:35 PM
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Private
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Join Date: Oct 2006
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Re: Patch Improvements: Mac Bugs
There are a bunch of "un-Mac-like" things in Dom III as currently implemented. Here goes: - Right-click is currently implemented as command-click, but it should be control-click to match the Mac standard.
- Multiple selection is control-click, but it should be shift-click for contiguous selection or command-click for non-contiguous selection.
- Clicking in a scroll-bar below the thumb should scroll down; above the thumb should scroll up. Neither does anything ATM.
- Page-up and page-down should cause scrolling lists to scroll by one page, but does not.
- up-arrow and down-arrow should cause scrolling lists to scroll by one line. They don't.
And of course, there's the one all-important non-bug: It runs on the Mac! 
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October 13th, 2006, 12:04 AM
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Sergeant
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Join Date: Sep 2003
Location: Norway
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Re: Patch Improvements: Mac Bugs
Quote:
dfsuther said:
There are a bunch of "un-Mac-like" things in Dom III as currently implemented. Here goes:
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If it's any consolation, there are a lot of un-Windows-like and un-Linux-like things in Dom III as well. Illwinter's GUIs have always been a little ... idiosyncratic.
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