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  #1  
Old May 3rd, 2007, 04:19 PM

mivayan mivayan is offline
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Default Re: Wish-List for Dominions 4

Quote:
MaxWilson said:
I still don't see it. Big spear is ineffective against cavalry with lances because spears are only length 4, just like lances.
There are not as many length 5-6 forgable items as I thought, but the two-handed S1 enchanted pike is length 6. That's the item I was thinking of when I wrote big spear.

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And a cyclops is bigger than cavalry, so this restriction wouldn't apply to them anyway.
Right, but if that rule was removed, it might be an issue. Since you asked why that rule was there.
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  #2  
Old May 3rd, 2007, 04:47 PM
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Default Re: Wish-List for Dominions 4

I think if you have a 5-6 length weapon, it should be effective against calvalry, regardless of how big you happen to be. If it's 4 or less, then yes it can be size-determinate, but I don't see any reason why a huge heavy guy armed specifically with an anti-calvalry weapon should be penalized against an enemy he should-by all natural rights-have an advantage against.

Yes, I realize that it can be taken advantage of, but why not mod lances in the process so that they hit larger creatures more easily? And give war-horses the ability to independently trample smaller units at the same time their riders are attacking, while still retaining the ability to kick. That would even things out and make better sense.
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  #3  
Old May 4th, 2007, 04:45 AM
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Default Re: Wish-List for Dominions 4

Simple-enough suggestion:

If a commander has no commands, can research and is in a province with a lab, it will count as a researcher and increase the research pool.
These commanders will show up in the research screen as normal. Commanders can still be set spesifically to research, so that they e.g. aren't found by the 'n' command.

Cainehill's request:
Capability to hide commanders set to researcher, as the DomII Tab option, in both main map view and in F1 view.

A variant of the earlier:
Capability to choose which commands are visible through a set of variables including but not limited to: magic in general, spesific magic paths, sacredness, afflictions, old age, number of units lead, has magic items. Preferably in both F1 and main map view.
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Old May 4th, 2007, 12:26 PM

Loren Loren is offline
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Default Re: Wish-List for Dominions 4

Quote:
Endoperez said:
Simple-enough suggestion:

If a commander has no commands, can research and is in a province with a lab, it will count as a researcher and increase the research pool.
These commanders will show up in the research screen as normal. Commanders can still be set spesifically to research, so that they e.g. aren't found by the 'n' command.

Good idea, although I would go further.

A commander who can site-search better than the province has been searched and has no orders should search it.

A commander who has research orders in a province with no lab builds one rather than canceling the research order. (If a random event destroys your lab it will be auto-rebuilt.)
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Old May 4th, 2007, 02:07 PM

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Default Re: Wish-List for Dominions 4

I've been thinking about having different classes of pretenders, which would cost or grant points on a scale like the "awakening" option. You could have: Immortals/Demi-Gods, Idols, Magical creatures/nature spirits, Olympians, etc. all the way up to Demiurge-like pretenders.
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  #6  
Old May 4th, 2007, 02:24 PM
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Default Re: Wish-List for Dominions 4

Quote:
Loren said:
A commander who can site-search better than the province has been searched and has no orders should search it.
To the research-thing I could reluctantly agree, but I definately wouldn't want this site-searching done without my order. If added at all then it should be done by the server that the default for somebody on "Defend" should be switched to these other useful actions (research) like units that "Sneak" in a province are then set to "Hide". But there should be an option to turn these "auto-actions" off, too.
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  #7  
Old May 4th, 2007, 04:02 PM
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Default Re: Wish-List for Dominions 4

There's one thing I miss from Dominions 1. I never learned to like the blesses, which now seem to dominate the game. It also nerfed some perfectly nice Pretender types, and makes only some certain types viable for most nations. My wish would be that Dominions 4 would go back to the generic 2 morale bless rather than making it even worse (or "better" as the bless fanatics would probably say), or just at least some nerfing on it that makes it nice to have but not a game winning plan. Yeah, I want proper rainbow mages back. Among other things. ;p

And instead of making the pooling even more comprehensive than it already is and whatnot, I'd like to see some kind of method to place orders on the mages/commanders you're in the process of recruiting, so they'd go to research/patrol/whatever mode from the get go instead of the basic defend. That way once you have assloads of mages everywhere you wouldn't always have to remember to put that one new researcher dewd to research on your own, since it'd just start doing it on its own.

And I want a way to make the building queue of units to stick, plox!
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Old May 4th, 2007, 04:21 PM
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Default Re: Wish-List for Dominions 4

Quote:
Sensori said:
There's one thing I miss from Dominions 1. I never learned to like the blesses, which now seem to dominate the game. It also nerfed some perfectly nice Pretender types, and makes only some certain types viable for most nations. My wish would be that Dominions 4 would go back to the generic 2 morale bless rather than making it even worse (or "better" as the bless fanatics would probably say), or just at least some nerfing on it that makes it nice to have but not a game winning plan. Yeah, I want proper rainbow mages back. Among other things. ;p
I thought the rainbow mages were NEVER viable. I remember reading posts about their uselessness and fragility in either Dom:PPP or early DomII era, on the CSIPGS newsgroup or some IGN forum or something. At least now you can't get all paths on your national mages and they're harder to get via summons as well, so rainbows do have their uses. Booster items are also harder to make, though...

Also, IIRC, blesses added a whole new category of viable pretender types into the game: pretenders that are good for going high level in a path. If you didn't want a bless, why would you take magic over level 5 on your pretender? 5 + a booster you can forge with it is enough to cast anything you might want. And even that'd be ONLY required if you wanted to cast the better spells. In Dom:PPP it was even worse, because level 3 was enough for boosters. Cyclops might've taken Earth for protection, and perhaps some Air pretender to spam Orb Lightning, but that's about it.
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