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  #1  
Old December 30th, 2006, 03:20 PM

TruePurple TruePurple is offline
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Default Re: Problems in demo exist in regular game?

For that matter how could a unit know its exact strength level to report it as a number in the stat screen? Oh brother, its a game. Lets just chalk it up to gods knowing the stats of all unit types.

Regardless its a important feature of being able to see enemy unit stats outside of combat for avoid lots of headache. Especially in a game with primative graphics as it is which makes it more of a chore memorizing units. And in a game with lots and lots of different units, even variations on those units. I don't want to have to memorize lots of crap I shouldn't need to! Then to have to memorize new stuff in case of mod?! No way!

One programmer? Sheesh then they are really overcharging for the game or D3 has a small buyer base or something..
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  #2  
Old December 30th, 2006, 04:01 PM
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Default Re: Problems in demo exist in regular game?

Quote:
TruePurple said:
For that matter how could a unit know its exact strength level to report it as a number in the stat screen? Oh brother, its a game. Lets just chalk it up to gods knowing the stats of all unit types.

Regardless its a important feature of being able to see enemy unit stats outside of combat for avoid lots of headache. Especially in a game with primative graphics as it is which makes it more of a chore memorizing units. And in a game with lots and lots of different units, even variations on those units. I don't want to have to memorize lots of crap I shouldn't need to! Then to have to memorize new stuff in case of mod?! No way!

One programmer? Sheesh then they are really overcharging for the game or D3 has a small buyer base or something..
Dom3 is very good in some things, quite poor in others. Graphics and sound are weak. Content is very good. Modding capabilities are good. At the moment, it's one-of-a-kind in turn-based fantasy strategy games, and it sells well. Shrapnel Games (who publishes the game and decides the price) has sold many copies of the game. The amount of resources used to make something shouldn't affect the price, just the quality of the product. Because Shrapnel Games is still in the business, I guess they know the value of Illwinter's small team's product.


Usually, you don't have to know the details of the spesific units. While details differ, the same counters generally work against all heavy infantry, massed medium/light infantry, massed archers, armored archers/crossbows, etc. In most cases, remembering if the unit has less than 10, more than 15 or somewhere in between protection is enough.
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Old December 31st, 2006, 01:46 AM

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Default Re: Problems in demo exist in regular game?

Content might be good but design and mechanics leave something to be desired.

If these units are so generic like you describe then wheres the content? Whats the point of having so many different races? If there are many different types of units you can encounter, you need a option to be able to see enemy unit stats. I have a terrible memory as it is, stats of a hundred different units and variations there of is not something I wish to try to fill it with. One should also be able to see spheres of magic users and artifacts of commanders.
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Old December 31st, 2006, 02:14 AM

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Default Re: dismissing units

An elaberation of my simple suggestion of a dismiss command.

For injured units.
Option for groups ordering themselves in injury first, putting them first on the list by most injured. You highlight all the units you see has having the most injury and dismiss them together enmass with a hot command.

For just dismissing units you can't afford you would have the highlight units and dismiss enmass option.

Flexibility, yet reduces micromanaging. No fretting with moving units to squads for killing or having to bother to send commanders on suicide missions.

I know, they probably won't do it else they already would have.. or something like that. Just thought I'd express my hope for things.
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  #5  
Old December 31st, 2006, 03:48 AM
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Default Re: Problems in demo exist in regular game?

Quote:
TruePurple said:
Content might be good but design and mechanics leave something to be desired.

If these units are so generic like you describe then wheres the content? Whats the point of having so many different races? If there are many different types of units you can encounter, you need a option to be able to see enemy unit stats. I have a terrible memory as it is, stats of a hundred different units and variations there of is not something I wish to try to fill it with. One should also be able to see spheres of magic users and artifacts of commanders.
I said usually, and that counters [g]generally[/b] work against the same types of units. Ulmish non-shielded basic infantry is almost tough enough to ignore normal archers, black plate infantry is pretty resistant to crossbows; the shields still help against crossbows, and especially against special missiles (Banefire Archers, Jotun Javelinists, normal archers with Flaming Arrows active). And of course, Ulmish infantry is all very cheap (10 gp) and tougher and stronger than normal humans, if a bit more vulnerable against magic. Marignonian infantry doesn't have shields and is vulnerable to arrows, and especially to crossbows, but they have higher morale (11 instead of 10). Marignonian Man-at-Arms have shields, but are a bit more expensive. Machaka's Hoplites have good armor, but their Great Hide Shields are weaker in melee than most other shields - on the other hand, they are very good against missiles. Agarthan medium and heavy human infantries use Kite Shields instead, and are the only infantry to do so, giving them slight edge against missiles and against heavy weapons. Their own weapons have rather low damage, though, and they themselves will have trouble against heavy units. Their encumberance is also rather high, due to enc 2 of the Kite Shield. Their Darkvision also makes able to fight under Darkness. Pale Ones of MA are medium infantry with very poor attack and defence, and only Bucklers to protect them from missiles, but they have lots of hp, good strength and an array of useful special abilities. They are vulnerable to missiles, though, and are prone to losing their only eye and thus becoming useless. Satyr Hoplites have very good base skills and stats (14 hp, 13 def, 13 magic res), but their archaic bronze armor causes them to fatigue quickly and their body protection is rather weak; however their ability to heal battle afflictions means that you can have them get lots more experience than infantries of other nations.

Magma Eruption works against all of these. Lighting spells work against all of thies. Massed crossbows work against all of these, but with wildly varying results. Crossbows with Flaming Arrows cast works pretty well against all of these and devastates most. All of these get fatigue rather quickly, and you might be able to beat them if you can tire them somehow.

The counters are similar. The uses, the strengths and particular national bonuses vary.
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Old December 31st, 2006, 07:50 PM

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Default Re: Problems in demo exist in regular game?

You can tell by their stats whether they would be good against missles, special missles or melee, etc?

If they vary in their strengths and weaknesses, don't they vary in what you want to use against them? From what you say it sounds like yet more reason to make enemy unit stats visable.

Theres definitely no downside at least other then programming time. Since theres already a unit stat screen its a matter of making a new access point system for it. It doesn't sound that hard to program.
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Old December 31st, 2006, 08:30 PM
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Default Re: Problems in demo exist in regular game?

I agree that it would be nice addition. I'm just trying to explain why I think it's not necessary.

The main thing that varies is Protection. If they have shields, high shield Parry value helps.

Unshielded Ulmish infantry has protection of 17. Unshielded Marignonese infantry has protection 14. Crossbows cause 10 (armor-piercing) damage, so they deal about 1.5 [20 - 17/2] points of damage against Ulmish and about 3 [20 - 14/2] points of damage against Marignonese infantries. Flaming arrows adds another armor-piercing attack with 8 damage. Thanks to the random rolls, the damage varies quite a lot; just stacking enough armor-piercing attacks against heavy infantry will ensure that damage gets through and afflictions happen even if the armor is a bit better (prot 20 of Black Plate infantry of Ulm) or if a Shield gives a chance of parry.

Satyr Hoplites have protection 16 and Shield, Arcoscephale hoplites have protection 17 and Shield, Machaka Hoplites have protection 16 and Great Hide Shield, Agarthan Heavy Infantry has protection 17 and Kite Shield, Ulm has access to troops with protection 17 and protection 20, both varieties with and without tower shields, Pale Ones Soldiers of Agartha have protection 13, 18 hp and Buckler.

Normal crossbows work against all of these. Armor-piercing and -negating spells work against all of these. All have rather high encumberance.
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Old January 1st, 2007, 03:39 AM

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Default Making enemy unit stats available

Lets say your facing a "markatas" Is it a shooter, foot soldier of low or high grade defense/offense? How about a "peltest"? I know a markatas is a real low grade shooter and a peltest is a javelin thrower (bonus against riders?) But their names do not tell me this.

What would you build against a markatas or a peltest army if you didn't know what they were?

Do certain other weapons give bonus against riders? If you were facing a enemy that had such weapon but you didn't know they did, do you build riders or not?

Lets say you have a army of slingers (low grade shooters) or are considering building them since at 2 resource you can make alot quickly. But your facing a foe you don't know whether they have high def shield protection.. what ever.. where the slingers shots might be almost completely ignored... or low def where their large numbers can do alot of damage?

You could be facing "Marignonian infantry" or "Machaka's Hoplites" but if you don't know the difference...

Quote:

Normal crossbows work against all of these.
So you don't need to know what kind of units your facing because crossbows can be used against everything? Or just maybe everything except riders & fast units which are always riders?

Lets say you want to try to seduce a commander with that 400 gold magic user whos name I forget. You want to equip her with something to defeat the commander if the seduction fails (and its never succeeded yet against commanders weak or strong, I'm starting to wonder if its broken)
and you have to have that one unit battle enemy commander and guards together. Is it a air mage with air rocks and good items that can cast lightning that you should build the item that makes a unit immune to lightning for her? A archer that you need a good shield even if that means more incumbrance?

Lets say your facing same commanders in a regular battle. Lightning can pass by troops and injure enemy commanders directly unless their properly equipped.

Lets say you have a army of wyvrm spawn which have foul vapor ability. Its nice to know if the enemy is protected against poison or weak against it. Or your facing a army of wyvrm spawns. Or if you have or are facing those units that give off heat verses something cold themed or fire protected.(or you need to know to make item to make commanders fire or poison immune)

I still see it as a must to be able to see unit stats. What you said has convinced me of this more. It would also be nice to be able to scout out enemy commanders and see their stats & equipment.
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Old January 1st, 2007, 02:13 PM
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Default Re: Problems in demo exist in regular game?

Quote:
TruePurple said:
Theres definitely no downside at least other then programming time. Since theres already a unit stat screen its a matter of making a new access point system for it. It doesn't sound that hard to program.
Then I'm guessing you don't have that much experience in programming
(It might be easy to program, but it just might be really really hard)
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Old January 1st, 2007, 11:39 PM

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Default Re: Problems in demo exist in regular game?

What does higher dominion in your land do for you? How does enemy dominion in your land hurt you?

Does dominion give you a chance to flip enemy lands? How much is required for what kind of chances? Does preaching in a area ever increase the dominion around that land?
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