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  #91  
Old October 13th, 2006, 04:47 PM
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Default Re: Patch Improvements

I'll just quote those which I most desire. (And comment a bit on other stuff )

Quote:
NTJedi said:
4) Modder's Wishlist = Author: DominionsFan
Obviously, I'd most love to see what I suggested, but generally, I'm a little disappointed with modding as far as the transition from 2 to 3 goes.

Quote:
6) New Troop Orders
8) Battle reports from Storming Castles
Quote:
9) Grey-Out forging items which lack the resources
Also, the same should go for spells uncastable due to lack of gems (perhaps a different shade of gray to differentiate them from spells uncastable due to lack of paths)
Quote:
10) Reset command orders for insane commanders
Quote:
11) Castle/Fort status Provide a status for the building progress of castles/forts.
There already is a status report if you hover over a commander building a fort.
Quote:
13) Provide wrap-around option for randomly generated maps.
14) Monthly casting spells target provinces more wisely.
15) Have fleeing units stay in the province if the owner of the fleeing units is victorious.
16) Function to allow the disabling of specific combat spells.
17) Add a commander repeat previous commands
18) Mouse-scroll and scroll-wheel zoom on the battle map.
Quote:
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.

I just did :O
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  #92  
Old October 13th, 2006, 07:27 PM
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Default Re: Patch Improvements

Quote:
6) New Troop Orders = Allow new troop orders such as "Fire until Retreats" where archers will target the enemy group with the greatest numbers and will stop using missle weapons when the enemy is fleeing thus reducing casualties from friendly fire.
8) Battle reports from Storming Castles= Some of the most important battles occur while storming a castle yet no reports are available. Battle reports for storming castles would be greatly appreciated.
15) Have fleeing units stay in the province if the owner of the fleeing units is victorious.
16) Function to allow the disabling of specific combat spells.
Those are very good suggestions.
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  #93  
Old October 13th, 2006, 07:45 PM

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Default Re: Patch Improvements

I will just add my support to 8, 11, and 17 (storming casualty reports, fort construction status icon, and commanders repeating orders).
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  #94  
Old October 14th, 2006, 02:45 AM

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Default Re: Patch Improvements

The mages realize a vast majority of the time when the Enm is to close and they'll stop casting Shards at those units and then focus on Archers. Or groups behind the front line ones.

Y dont my archers also do that? My Archers insist at firing at 5 enm guys completly encircled by my men..


And everything on the first page sounds really good


And this is a totally superficial unimportant thing i'd love to see some day.. A Kill Board or whatever you wanna call it. No idea if its possable but the game seems to track when you get kills. Id really love to know how many Bandar Warriors i sent to there death threw the game and how many ghouls i killed threw a game. I really love pointless stats like that.
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  #95  
Old October 14th, 2006, 02:59 AM
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Default Re: Patch Improvements

Quote:
And this is a totally superficial unimportant thing i'd love to see some day.. A Kill Board or whatever you wanna call it. No idea if its possable but the game seems to track when you get kills. Id really love to know how many Bandar Warriors i sent to there death threw the game and how many ghouls i killed threw a game. I really love pointless stats like that.
That brings back fond memories of slapping imps in Dungeon Keeper just to see the slap score higher at the end.
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  #96  
Old October 14th, 2006, 03:22 AM
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Default Re: Patch Improvements

1. It's maybe too much to ask, but it would be very nice to be able to see more detailed battle reports.

For example - in the late game there are always huge battles involving many hundreds troops on both sides. I think it would be very useful and nice feature, if in addition of simply telling me "Your troops won the battle, 30 out 150 of your non-magical troops died", the battle report would have a button whch said "View Detailed Battle Results". When the user press the battle it would tell him how many of each type of his troops die.


Many armies have some core "Elite" troops, and a lot of arrow/melee fodder. One of the big advantage of such detailed screen is that it would instantly tell you how many of your elite troops died, and how many of your trash troops die.



Currently there is no way of knowing this very useful inforamtion other than watch the battle(or count your elite sodiers after the battle). Using this option you can not only quikly know this result, but also ddecide if you want to watch this battle in replay or not.



2. Add one more statistic to brief battle result window, telling how many of your commanders has died, and how many were wounded during the battle

It is less important for the troops, but for commanders it's very good to know.


3. This has been probably said already, but please, add "monthly forging" command. This is huge timesaver. It is very convenient not to have to tell your 4 air mages to "forge Air Queels" every turn.


4. Add "Ignore Unit" command and shortcut. Ther are a lot of commanders who you just want to sit inside the castle with their troops. NOT patrol, but sit tight. Currently there is no way to permamently exclude then from being shown on "n" routine. This can be big timesaver.

5. Allow more accurate abjustments of magic reseach priorities. Like little "+" and "-" on both sides of the scale, to add one point of reseach or substract it.
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  #97  
Old October 14th, 2006, 05:05 AM
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Default Re: Patch Improvements

Quote:
Theonlystd said:
The mages realize a vast majority of the time when the Enm is to close and they'll stop casting Shards at those units and then focus on Archers. Or groups behind the front line ones.

Y dont my archers also do that? My Archers insist at firing at 5 enm guys completly encircled by my men..


And everything on the first page sounds really good


And this is a totally superficial unimportant thing i'd love to see some day.. A Kill Board or whatever you wanna call it. No idea if its possable but the game seems to track when you get kills. Id really love to know how many Bandar Warriors i sent to there death threw the game and how many ghouls i killed threw a game. I really love pointless stats like that.
I assume you order your archers to fire closest.

Try giving them order to fire/archers or fire/none. Then they will either fire at enemy archers or chose their own target.
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  #98  
Old October 14th, 2006, 05:26 AM
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Default Re: Patch Improvements

Quote:
Corwin said:
5. Allow more accurate abjustments of magic reseach priorities. Like little "+" and "-" on both sides of the scale, to add one point of reseach or substract it.
There's always the + and - keys to adjust research more accurately.
Although if you have a lot of research the increments tend to increase, so you get less accurate (atleast it was so in dom2, I haven't seen this change in dom3 yet)
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  #99  
Old October 14th, 2006, 05:45 AM
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Default Re: Patch Improvements

Quote:
Daynarr said:

I assume you order your archers to fire closest.

Try giving them order to fire/archers or fire/none. Then they will either fire at enemy archers or chose their own target.
You think fire/none works better than "fire close" for archer types? I always thought they kindof the same. Like if you give melee units no orders they will always act as if you gave them "attack close". Are you saying it works differenty with archers?
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  #100  
Old October 14th, 2006, 06:12 AM
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Default Re: Patch Improvements

Attack/closest will order archers to attack closest target. In some cases they will shoot even it they will kill friendly units as well. In other cases they will try to get closer to that target to minimize spread of arrows and friendly losses. Sometimes it may seem that they are trying to engage target in melee because of it, but it's not true - they are trying to get close enough not to shoot their own troops; and usually end up in the melee as a result.

That means that attack/closest order should be used only in specific situations or for specific troops. Orders like that usually are given to javelin troops to throw 2 javelins they have after which they will engage them melee. Giving orders to common archers in back of the field to fire/closest is BAD IDEA.

Basically, fire/something is 2 fold command. First part orders troops to use missiles instead of close combat and second one designates first target. After that first target is destroyed or routed they will choose their next target on their own. Ordering them to fire/none actually doesn't specify their first target so they chose it randomly. They can sometimes even chose commander as target that way, but they may chose closest one as well. However, they usually chose target within their current range of missiles so you want to be careful when positioning them so they always have a good choice of targets at the start of the combat.

BEST option for archers in SP is fire/archers option where they will chose archer squad as first target. Enemy archers are often (not a rule though) poorly armored and very vulnerable to missile fire. Also, they fire at your own troops from safe distance which makes them best first target. Again, you must be careful with positioning as placing archers all the way back and melee in front of them on hold/attack will result in archers running in front of your melee troops trying to get in range to shoot archers.

Hope this helps.
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