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November 4th, 2003, 10:03 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: Suggested Game Improvements ~vote~
Quote:
Originally posted by PhilD:
... The others, IMHO, don't have much to do here; they would turn DomII away from its strategy focus.
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I second this.
Most suggestions would turn DOM into a completly different game.
A.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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November 4th, 2003, 08:49 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Suggested Game Improvements ~vote~
True for some, and others if not balanced well, though others are good general suggestions (e.g. more casualty detail available).
The "quest" idea could work if the reward were unlikely to exceed the effort (a bit like the current arena event - just a different twist).
The "Blazing Commander" seems a bit excessive and the mechanic to not quite make sense, though the general idea of a commander well-buffed for one battle, after which he dies, would be no less interesting nor more powerful than many high-level armor-blitzing spells, if balanced with them in mind. I kind of like the idea - if balanced well and with a mechanic more refined than "double all stats" (which I assume was just an example). The general suggestion was just "add more spells", which I imagine Illwinter will continue to do anyway, if and when they have an idea they like, and which is worth programming the effects and AI decisions about when to use them or not. I can already imagine complaints about the "dumb" AI killing its (or their) own commanders with this spell, when to them it seemed obvious they'd win the battle easily, etc.
Occasional attacks from independents might be interesting... though this actually already happens, in the form of independent "uprisings". Just add an event that calls an "uprising" an attack, and perhaps uses the troop type of a nearby independent province, and you've just (fairly easily) added some interesting color without changing the way the game balance works.
Hmm - back to work.
PvK
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November 4th, 2003, 09:01 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: Suggested Game Improvements ~vote~
I would like to see indep attacks. At least from Barbarians.
And of course more magic sites!
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 4th, 2003, 09:33 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Suggested Game Improvements ~vote~
I think it would be interesting if independant provinces could regulate themselves - for example, applying their income to raising defense or purchasing units. So if you assassinated all the commanders in an indy province, then it would buy new commanders or have local defense commanders, so they would not auto-rout. And if you attack an indy and kill half their troops, you need to follow up quickly, because eventually their troops will be replaced.
Ultimately, I think it would be interesting if a strong indy attacked a neighboring nation that neglected its defense. Not invariably, but there should be a small risk of it... it's not realistic to leave a 200-strong knight-and-longbow province in the middle of your empire, and never fear it. Historically, empires have fallen from neglecting their barbarian neighbors...
-Cherry
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November 5th, 2003, 12:18 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Suggested Game Improvements ~vote~
Maybe it would be best optional, but yeah, it would be interesting to have some "independents" trying to rid the world (or their local neighborhood) of these powermongering wizards and freaks.
PvK
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