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September 26th, 2005, 10:21 PM
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First Lieutenant
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Join Date: Sep 2004
Posts: 666
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formations
Sometimes I spend part of an hour placing all of my units juuust right on the battle field. Then the battle that I anticipated doesn't happen, and I need to move them all around to prepare for a completely different kind of battle (for example, attack versus defense). Then the next turn, I realize that the original kind of battle is going to happen, so I have to move them all back.
Two things would help:
1. Make the green position map show transparent images of the units instead of white squares. This would make it go faster since I wouldn't have to keep clicking on other units to double-check who is where. It would also be prettier and more intuitive.
2. Make hot-keys to save formations just like the ones that are currently there to save order scripts. When you press the key to set a formation, then everyone in the current province gets their current position marked as being part of that formation. When you press the key to go to a formation, then everyone in the current province, *if* they have a position marked in that formation, assumes that position. Simple.
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September 27th, 2005, 05:39 AM
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Private
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Join Date: May 2004
Location: Paris, France
Posts: 39
Thanks: 2
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Re: formations
I would like script for the same units 2 formations :
1 for defense and 1 for attack...
__________________
i hate the taste of this coffee
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September 27th, 2005, 01:19 PM
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Corporal
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Join Date: Sep 2005
Posts: 87
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Re: formations
Terrain?so in a battlefield there could be hills and archers on top of these will have increased range.Or Rocks that units could hide behind.Or there could be bogs that slow emeny units down UNLESS
-It is floating (float spell?)
-It is Etheral
-It has swamp survival?
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September 27th, 2005, 03:48 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: formations
The only problem with Naresh's suggestion is that one would have to check the province he wants to fight in to see things like that and take them into account. This will be easier in DomIII, but it is still something extra that takes micromanagement...
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September 28th, 2005, 02:56 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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Re: formations
Some more easter eggs in the combat maps. I've been lowering my vision and looking throught those gigantic woods in fron of the battle looking for them.
I'd like to give assasins different orders for assasinations versus getting caught by patrollers. Attack in first case and retreat in second case.
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October 3rd, 2005, 01:30 PM
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Private
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Join Date: Apr 2004
Posts: 40
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Re: formations
I had a few thoughts in recent weeks:
1) Research option. It would be nice to have an research option for the game in addition to easy, normal, and hard. Diminishing return research. The idea is that either the greater the number of researchers working in a particular field or the greater the total research in an area the less efficient it becomes. So with say 50 points of research you may get 50 points of benefit but with 100 points of research in a particular area you my get 90 points of benefit. The effect increases as research in one single area increases. This would slightly compress the difference between a person with very high research and a person with lower research and would encourage a balanced approach to research (spreading out the research between multiple areas). That's the design benefit. Of course it's also more realistic. You can't take 40 mages who are working on conjuration switch them over to blood research and not see a decline in benefit.
2) It would be nice if magic items showed up somehow in the National Summary (F1). I pass around my hammers of forging based on what I need and when it's been a long time since my last turn it takes a long time to find them. This is not the only instance when it is nice to find an item, but it's the most common for me.
Ice
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October 3rd, 2005, 03:35 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: formations
Quote:
Ice_Sickle said:
2) It would be nice if magic items showed up somehow in the National Summary (F1).
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You know, I really like some of the chances they have made for DomIII. I like the 'y' key the most. It's just sooo great. I haven't actually thought about it since Dom:PPP, but it will see a lot of use...
Okay, I'll give a hint. The idea was also mentioned in this thread.
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October 6th, 2005, 03:28 PM
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Corporal
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Join Date: Oct 2003
Location: UK
Posts: 114
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Queued Instructions
With Stars! you used to be able to give an instruction that represented many turns. So for example move a unit 5 turns worth. This would be remebered each turn to save having to rekey in the instructions. Any where this is possible would assist with the management. It also assists when turns are missed.
Tals
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October 10th, 2005, 02:25 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Queued Instructions
I hope we get a #clearequipment mod command so that weapons and armor assignment to units will be straightforward and without the problems encountered here.
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October 12th, 2005, 06:42 AM
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Sergeant
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Join Date: Nov 2004
Location: Montpellier, France
Posts: 208
Thanks: 3
Thanked 2 Times in 2 Posts
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Re: Queued Instructions
While gaining experience, scouts ans some other stealthy units should have their stealth increased instead of attack/defense.
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