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  #1  
Old September 30th, 2003, 07:34 AM

Pocus Pocus is offline
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Default Re: suggestion about commanders

the folded ship can be built too. Ok it costs air gems, and many cool items ask for air gems, but still it is feasible to have at least limited sea moving capabilities.

Very good point Bards about what can represents the admin level of your castle, or your order scale. This is abstracted economics for sure, and I seriously doubt that adding little mills and carries to doms would enhance it.
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  #2  
Old September 30th, 2003, 08:26 AM

Jasper Jasper is offline
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Default Re: suggestion about commanders

Ports as createable sites that let you abstractly move units strategically between 2 provinces (that you control) with ports would work in Dominion's current Framework.

You can already do something like this when designing a scenario, but this would be a little nicer and yet not overly complex.
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  #3  
Old September 30th, 2003, 08:52 AM

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Default Re: suggestion about commanders

About the ports : you should try the great "Elric" scenario made by Pocus aka Pythie. It is available on the illwinter pages. 3 large continents are linked by 3-4 ports each. Units in a port may freely move to another port, jumping over the oceans (the connexions are scripted in the .map file). Neat solution IMHO, only minor drawback is that flying units could 'jump' several oceans in one turn using those sealanes.
You'll also see navigable rivers, customized province names and special indeps.
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Old September 30th, 2003, 10:02 AM

Mortifer Mortifer is offline
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Default Re: suggestion about commanders

Yes, adding formations wouldnt be easy, the devs would be forced to work a lot on it. It would be worth of it, that isnt a question. The question is, that the AI could handle it properly, or not..
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  #5  
Old September 30th, 2003, 10:19 AM
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Endoperez Endoperez is offline
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Default Re: suggestion about commanders

Maybe we should wait till we have tried DOM II, before telling IW what they should change in it... In worst case, they will do it, and we have to wait a year more before getting the game...

Besides, even though formations would be nice, would they be useful? If they were just a line, a square and a row, this would allow more versatility in battle planning.
But we can already do this even in DOM I, although because commander can only command five different Groups (in DOM1), you would need one commander for every row/line.

And if formations were like shield wall, charge(for knights) etc., they would be hard to implement but would not add much. Yes, they would be useful, but they would either not be much use or would become so important that you would HAVE to quess your opponents' tactic and choose the best formation versus it. And that would add a lot micromanagement.

Of course, you might not agree, but this is only my opinion.
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  #6  
Old September 30th, 2003, 03:04 PM

klausD klausD is offline
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Default Re: suggestion about commanders

Quote:
Formations are another cool idea, but I can easily see how difficult this would be to implement. For one thing, the major counter-tactic to most of them is to break up the formation. The coding for that would be a nightmare... how would the game determine when your shield wall was sufficiently mixed up that it no longer provided its bonuses? Would it happen gradually, or all at once? Also, you'd pretty much have to start accounting for things like which direction a unit was facing when it was attacked... and that's a pretty serious mechanic, especially for something to add in a patch. Would fatigue affect the bonuses you get from formations? What if your squads aren't composed of all the same types of troops? Can mindless troops use formations? Etc., etc....
[QB]
--------------------------------------------------------------------------------

I think you succintly summed up the major problems with implementing formations.
I am wondering that everybody thinks formations are such a great change to the game system. Of course one can invent a whole new tactical combat system with a formation system as the core. But this was not the point of my suggestion. ALL I was suggesting was to give a formation a +1 to Att or defend or whatever. Is this so difficult to implement? Of course if one does not want to implement such things to the game, he can always make an elephant out of a fly. He can always raise problems like "facing" (I never suggested facing options and I dont think that they are necessary at all), complicated algorithms if somebody likes to have "mixed squads" (easy to circumvent - if a player likes to give a formation order, simple dont allow mixed squads for formations) and as Last and the most difficult problem to solve he says "formations poses so a big problem because of those mindless troops..." Well again I have to say that all I wanted was an UNCOMPLICATED order to make one or two formation types (turtle for infantry and wedge/line for cavallery) with trained troops - a +1 to the defense/attack factor or so. (no facing, no brainless units, no mixed squads, no penguin special attack...) The reason was to add to the battle athmosphere. If I dont have control over the troops after battle begins, then I would like to have at least the feeling that my ULM infantry is an disciplined elite and not the same than the wild troll troupe of my enemy. In DOM1 the most troops are running around how they want and as fast as their AP allows - which dont contribute to the game athmosphere.
bye
KlausD
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  #7  
Old September 30th, 2003, 03:18 PM

Yojinbo Yojinbo is offline
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Default Re: suggestion about commanders

klausD,

I understand your position better now. What about somthing even simpler, just a tendancy for certian troop types to move as a group and a +1 bonus to defence for any unit with like units on 2 sides?

You point about not wanting Ulm to advance like the enemy wild hordes hits home.

I may be making this too simple now.
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