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February 23rd, 2004, 10:35 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Wish List
I know I have fought and fought the "there is no game saves because its PBEM" but I had a thought.
Maybe at the menu where you hit HOST to have it actually process the turn, we could get 2 more buttons. Save backup, restore backup. All the game would need to do is save another 2h but name it something like bak. The restore just copies a bak over the 2h.
Hmmm I wonder if that would be confusing to any gamers who multiplay. Do you think it might cause "yeah I know but after I saw that I hit restore and sent a new turn for that round" arguments? Hmmmm might be better to leave it as an outside-of-the-game function.
[ February 23, 2004, 20:36: Message edited by: Gandalf Parker ]
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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March 5th, 2004, 01:19 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Wish List
Here are two features that I would like with spell casting:
1) When scripting spells for a mage to cast the UI does not take into account the previous spells to determine which spells are available.
Ok that was complicated. Perhaps an example I have a caster with 1 in fire magic and 1 in astral. My 1st spell is Power of the spheres, I want my 2nd spell to be fire ball however it is not on the list since the game knows that I am only level 1 and does not take the pervious level into account.
Now clearly the game can not figure out all possibilities since communion can cause variable additions to a caster's level. So how about adding a UI element that allows you to set how many extra levels you want to add to your caster (for filter purposes only). A simple addition to the UI, but it would give much more control over combat.
2) I would really like to be able to script more than 5 spells. But I could see people complaining that this could cause balance problems (not that I agree!!!).
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March 5th, 2004, 01:24 AM
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Re: Wish List
AFAIK your first point is already done in the game. You just have to have the ability researched.
If you have at least 1 in a path (Like Fire) and have the spell researched, it will allow you to script spells that are outside of their range to cast.
On point 2. I would like more spaces to cast (if only 1) but I understand why they might not want to implement this - because there are instances where you could buff yourself to invulnerability then attack. So it's a toss up.
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March 5th, 2004, 02:18 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Wish List
I would like to see the color bars from Dom1 returned. Im finding that new players are not noticing that the commanders they maxxed out assigning troops to, can again receive more troops later. I liked the green bar showing how many troops and that it turned red when full. Also the same bars on the province view showing troops waiting to be assigned
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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March 5th, 2004, 02:21 AM
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Major General
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Join Date: Jan 2004
Posts: 2,425
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Re: Wish List
Quote:
Originally posted by Huzurdaddi:
2) I would really like to be able to script more than 5 spells. But I could see people complaining that this could cause balance problems (not that I agree!!!).
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The only reason this would cause a "balance" problem is because of crappy AI spellcasting. If the AI's spellcasting didn't suck, it would have cast those spells anyway. Imbalance simply wouldn't occur either way, since anything given to both sides is automatically balanced. Besides, the AI is already allowed an unlimited-length spell queue that he can actually alter in combat. The human player doesn't get this at all.
[ March 05, 2004, 00:22: Message edited by: Norfleet ]
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March 5th, 2004, 02:45 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Wish List
Quote:
Originally posted by Norfleet:
Besides, the AI is already allowed an unlimited-length spell queue that he can actually alter in combat. The human player doesn't get this at all.
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I have no idea what you are talking about here. A human player gets exactly the same spellcasting choices as the AI does by just selecting the "Cast Spells" order. And yes, it would be wuite unbalancing. Take a physically strong, magically power pretender, say a titan with AE Ermor. Give it 2 fire, 3 air, 3 water, 6 astral, 4 death, 4 nature. Give it a script of quickness, summon earthpower, invulnerability, breath of winter, fire shield, phoenix pyre, body ethereal, personal luck, astral weapon, astral shield, iron will, resist magic, personal regeneration, elemental fortitude, etc. That's only 7 rounds of buffing, and with cheap equipment you end up with a SC monster with MR around 34.
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March 5th, 2004, 04:07 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Thanked 3 Times in 2 Posts
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Re: Wish List
Quote:
AFAIK your first point is already done in the game. You just have to have the ability researched.
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Well dang you are right. I always assumed that since they were grayed out you could not click on them.
Well that's great news! Back to my game then!
One more thing ... my only concern left is SuperCombatants. They seem to be pretty gosh darn powerful. If they (SC's) are supposed to be the focus of the game then it's all good. However if the focus of the game is supposed to be armies crashing into each other where the pretenders have an effect on combat yet do not by themselves determine it then it seems that there is a problem.
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