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October 6th, 2006, 06:49 AM
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Major
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Re: Patch Improvements
Yep exactly, I was also playing like that in my SP games in Doms 2. 
This would be a good little addition what you've suggested, especially because there are lot of SP fans I guess. [Like 1 of my brothers.  ]
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October 6th, 2006, 02:49 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Patch Improvements
If anyone wants a feature improvement post your thoughts and it will be added to the original list.
If anyone sees a feature improvement already listed and wishes Illwinter to consider adding the feature then please post "I agree with XXXXX feature". I will then update the post to include your name on the request.
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October 6th, 2006, 02:54 PM
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Lieutenant General
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Re: Patch Improvements
You're free to add all the stuff I have in my thread.
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October 6th, 2006, 03:37 PM
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Re: Patch Improvements
Quote:
Nerfix said:
You're free to add all the stuff I have in my thread.
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Will do... I will compile the information and update the topic. I'm at work so it won't be instant, but it will eventually be done.
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October 6th, 2006, 03:58 PM
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Major General
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Join Date: Aug 2000
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Re: Patch Improvements
Battle reports for castle storms.
It's odd not to get casualty reports for them.
Forge costs listed on forging screen.
Yes, player can look this up in table according to requirements, so it's technically redundant, but it would be helpful. Could even gray-out items for which the mage has the skills but not the resources.
Resetting commands on return to lucidity.
Insane commanders tend to behave very strangely, even choosing inapplicable orders (ex. Research for non-mages). This is fine. What -is- strange is that they continue these orders when they become lucid; while it would be best if they resumed whatever orders the player last gave them (if still permitted, ex. no duplicate buildings, and go Defend if not), it would be probably simplest in terms of coding if they went to Defend -- this obviates the need to cache orders. That way, they'll show up in an iteration through idle commanders.
Indication of incomplete castle
Even spiffier would be an indication of an unfinished castle that nobody is working on because the asssigned commander is currently running around saying "F'taghn", or somebody got lucky with an assassination spell.
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October 7th, 2006, 01:35 AM
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Lieutenant General
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Re: Patch Improvements
Gotta say, beers to Taqwus! Not so much forging screen but the others are direly needed. The battle reports for castle sieges, or lack thereof, have driven players away before.
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October 7th, 2006, 01:41 AM
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Corporal
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Re: Patch Improvements
My two big things are
#1 Make non-death AI nations not pick death scales 
#2 Wrap-around option for random maps.
Not sure how easy the second would be but hey. Also casualty reports for castle stormings would be pretty nice to have.
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October 6th, 2006, 02:59 PM
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Sergeant
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Re: Patch Improvements
Having had a brief look at the demo, I'm actually rather disappointed. Sure, there are a lot of good improvements and additions, but the area of the game that I felt needed and had the potential for improvement, the tactical combat, doesn't seem to have changed at all. There doesn't seem to be any new troop orders, your archers will still gleefully massacre your lightly armoured meleers, fire-and-flee still makes the troop leave the province even if you win the battle, no formations, no terrain, no paths of attack, no nothing.
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October 6th, 2006, 03:08 PM
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Lieutenant General
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Re: Patch Improvements
Terrain actually does have an effect. Swamps bog non-swamp survival units down.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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