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TruePurple said:
I downloaded and installed the demo in attempts to decide if I wanted the full game having heard often enough of D3 on the Age of Wonders: shadow magic forum.
A short list of the more serious problems I found in the demo so I can find out if they exist in full game or have been fixed.
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Short answer is, the full game is the same as the demo, except you get to play more: more nations, more eras, more research. Features, though, are the same, and the patches don't change gameplay (that I know of).
Basically, the Illwinter devs are real nice guys, but they're a bit headstrong. If they don't like your idea, or they don't feel like doing it, they don't. There are a lot of UI features like the ones you suggest that would be a great thing to have, but that have been suggested since at least Dom2 (probably the very first even, though I wasn't really around in these days) and that I'm not holding my breath for.
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750 thunderbird athlon with 384mb ram (issue with full 756mb ram detection on win98) Win98se. 7200rpm HDD with over a gig free space.
RMG buggy
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Dominions isnt' resource-hungry, but the map generator might be memory-happy. Maybe your RAM is a little low.
The full game comes with more maps, and there are others available on the 'net, including this forum's "mods and maps" section - I'm pretty sure you can use them in the demo, too. Random maps are good if you're bored with the others and want some change for a quick multi game; then hopefully you can get your opponents to generate them (or use Gandalf's, if he still has his page with "fresh" random maps).
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But that was nothing compared to the latest map, land borders on what look like water, no idea where to click to go where. A mismatch of twisted borders, and drawn borders relating in no way to actual borders.
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In the early days of the demo, I noticed this: if you played two different random maps one after the other in the same game session, I think the game used the older map's .map file (the one which describes province centers and neighborhoods) with the new one's .tga file (the one with the map picture in it). Or something like that. Maybe the current demo still has the bug (and maybe the current full game too; like many others, I don't tend to use random maps too much now that I have the full game and more maps).
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2. Enemy unit data needs to be readily available on map.
You can always check out your own unit data and usually check out enemy unit data on battle view (though sometimes units can be so close to each other you can't click on one since its like on the same square, a problem if a commander)
But I want to be able to check out unit stats for units I see names of in enemy domain. I'm sure the manual lists them all, but I don't want to have to memorize all those units or be forced to be continuously thumbing through a manual. Plus what if a mod changes the units? Then manuals no good for that.
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Excellent suggestion (even worse: the manual is far from giving the stats of all units in the game; there are Excel files around here that give the stats for most of them, but I'm not even sure if they are complete). Unlikely to happen.
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3. Useless scouts/too powerful hidden-invisable.
Scout units seem to give very little more information about areas they are on more then you can tell just by being next to the terrain.(maybe priest helps, some message of scrying sometimes)
But if units are invisable, hidden it seems no way to detect them. Ok maybe theres units that can do that.
But there should be a way for scouts to be able to search for such units with greatly increased risk of their own detection(but good odds of getting the information before they are killed)
Also a option to scout out land type with moderate risk of detection.
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Scout reports are of little usefulness in solo play, but I can tell you, they are invaluable in multiplayer. They are always inaccurate, but they can still tell you that a large army is moving your way, AND they let you watch the enemy's battles (which shows you their mages, formations, blessings).
As for Glamour units, yes, they are very strong in that. Watch out for Helheim and Vanheim, which can field whole armies of national glamour troops.
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4. Information in unit stats about what they cost per turn.
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Rule is simple, unless it changed since Dom2: each unit costs 1/15 of its initial cost in monthly upkeep (no rounding taking place, IIRC); sacreds cost half of that (1/30). But yes, having this kind of information available in-game, by clicking on a unit, would be useful. One more useful feature that probably won't ever appear.
Oh, and unless I'm mistaken, summoned units don't cost upkeep, UNLESS they are the same unit as something that can be recruited normally (possibly through a site).
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5. Dismissing troops.
There should be some option to dismiss troops who have gotten too injured or you otherwise don't need/want/can't afford.
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As has been said, you can always send them on suicide missions - this lets you scout for "almost free".
Plus, you can have a "real-life" rationale for this - you can't just dismiss your soldiers, you have to pay their pensions. Or find them a real heroic mission for the fatherland that they might not come back from
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6. Targeting.
Needs to be some option to have troops target magic units. Also the options to have unit target specific troop types doesn't always seem to work, they seem to just go after closest troops they encounter along the way anyways unless they can fly.
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Targeting isn't perfect - other units blocking the line of sight on the battlefield tend to make your units "miss" their real targets - especially when ordered to "attack rearmost". Placing your cavalry/flyers on the far flanks tends to help a little, but targeting is never perfect.
As for targeting options - you can't target enemy commanders, and that's a good thing for their survivability. "Attack rearmost" by flyers is often the best tactic to kill those pesky mages who like to stay in the back - unless they have strong bodyguards of course.
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6.b Would be nice to be able to order troops to either prioritize a target but get other stuff too or to avoid combat with other troops altogether and go around them specificially chasing target types if on field.
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At some point, it's nice not to have too many options, as that would increase the amount of micromanagement exponentially. Yes, sometimes I also wish I could give my troops more detailed instructions - actually, a completely revamped tactical scripting system is my major wish for Dom4 or Dom5.
More options, yeah. But this has a cost in micromanagement.
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There is a enchanting distance limit right?
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More precisely, each spell has its own range, which you can check in its ingame description.
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What improvements have been made to unit command options?
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None whatsoever - as I said, gameplay is the same in the demo and full versions.
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8.
Would be nice if spell caster AI was a little smarter,
Like having wizards not buff themselves with combat spells if nowhere in range of enemy. Or maybe thats because the army got too far ahead of them to cast spells on friendly troops or enemy. Also general options of commands of "buff friendly troops" "Buff self" "offensive spells" and so on would be nice.
Improvements to such in regular game?
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Again, none. A "smart" battle AI is something very difficult to make, because the smartness of using a given spell is very dependent on the overall tactics of the army - sometimes a "mage" is actually a melee combatant just buffing himself up before rushing on the attack, sometimes he's a battlemage who's more supposed to hurl fireballs at the enemy, sometimes he's a support mage whose role is to cast short range buffs at nearby troops. The best that could be done, IMHO, would be to let the player categorize a small number of "roles" and assign relevant spells to each category. But again, this suggest a complete revamping of the scripting system - something that would be very nice to have, but something that is unlikely to appear in a Dom3 patch.
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Of biggest interest/concerns is..
Q1. How does the game decide what order to put moves? If your moving troops out of a square and the enemy is attacking the square your moving from.. or to.. and another army is attacking the nation they are attacking from. How does it decide order of resolution?
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Small enough armies (no numbers given) can actually cross and not meet sometimes. Otherwise, the order is, according to the manual, random.
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Q2. Whats with indepedants numbers varying so much? They don't seem to move around since a nation could be surrounded by types totally different from it and I never see that nations type appear in the other nations from what I can recall. Do independant nation numbers ever change between the the time you give the order to attack them to the time you do?
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Numbers don't change (unless some effect kills them, or they get random events reinforcing them), but scout reports and the like are wildly inaccurate - if you keep the numbers from several turns, you should be able to triangulate on more precise numbers (of course, the best way of scouting an independant province is to send a lone commander scripted to "retreat" and placed very far to the back - flyers will get him, but otherwise he's mostly safe from harm, and you can see the exact army then).
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Q3. Sometimes I'll get units without combat who develop wounds without disease. Why/how? Is there any way to mitigate disease risk other then feeding troops well? Is there any way to cure disease or for a unit to recover from disease like real people do?
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Old age (either natural, or through global enchantment "burden of time") can cause this. Other than that, there's a rather common (though unique, I think) site that spreads disease: Inkpot End. And "diseased" is fatal over time, there is no widely available cure.
Some possible cures: global enchantment "Gift of Health" (level 5, so you won't get it in the demo), Arcoscephale priestesses set to "heal troops", a few other healing commanders (including some high-level Nature summons), and units with Recuperation. But basically, diseased units are toast.
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Speaking of... Too much permanent stuff. Like there should be a blessing counter for curse.(I dont know if blessed units get cursed but thats not blessing I mean) I guess I understand permanent wounds but I kinda wish there was a little more ways you could fix those up too. I mean it is a world of magic after all.
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Now wait until you are attacked by fully-equiped supercombatants - then you'll be happy that there are a few really unremovable ways to hurt them permanently, like Curse or Horror Mark.
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Maybe a overland spell thats high end that could allow you to repair troops a bit each turn.
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If you're thinking of permanent wounds, Gift of Health is what you're looking for. One of the good global enchantments that the AI tends to fight over; rarely seen for more than one turn in multiplayer (it boosts friendly units hit points in dominion, plus it lets them slowly recover from wounds in dominion; very strong).
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Q.4
Do spell casters need to be on a domain with a lab or something before they can pick up most recently researched spells?
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No. Even, since research takes place before almost everything else in the turn sequence (only "recruiting" comes before it), they get the newly researched spells for the turn's battles, though of course you cannot script for them in advance.
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Q.5
Can you change prophet unit latter on if your prophet becomes too decrepit?
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No. Prophethood is for life (what kind of god would you be if you changed your mind about who your prophet is?). If you don't like your prophet anymore, make him die in some battle, and a few turns later you'll be able to make a new one.
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So whats been fixed or improved from demo? What should I know that addresses my concerns or otherwise gives me reason to buy (or not) the game? Is there going to be an expansion?
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As I said, patches change extremely little to gameplay, so what you see in the demo is basically what you'll get (or not) in the full game.
As for expansions - this is the kind of thing that the good folks at Illwinter like to do in patches. The latest patch (3.04) added a new nation to the game. The thing is, since the patches are free, it's hard to press them for things we'd like, but they wouldn't like to code...
Basically, I'm afraid my answers don't go in the direction of making you buy the full game. This would be too bad, really - the game isn't perfect, but it's a great load of fun, both solo and multiplayer (and this is almost the only PC game I've ever played multi - if you discount Dom2).