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October 9th, 2006, 03:15 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
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Re: Patch Improvements
Quote:
Endoperez said:
IIRC, mages ordered to "Stay behind troops" cast spells but stop before they are unconscious. I can't verify this yet, as I don't have my Dom3 manual yet, but I seem to remember it being this way. "Stay behind troops" would also be a good enough command for mages who you don't want to cast spells , wouldn't it?
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Mages on stay behind act the same as mages on casting spells, at least they cast and get unconscious. But the fatigue thing is not that important.
Today i noticed some other things that might be improved:
whirlwind spell description
First it would be nice if the type of the snatched commander would be shown so that its simpler to notice what you have lost. Second I'd like it if there it would say if the commander survived or not (Or can i assume that when a commander drops down in an other Province than the start he died?)
AI should build more Province defence
AI almost never has big province defences, and i think it might be worth something if the AI might build at least 20 or so. (I think you get lots of troops for just 200 gold)
AI should consider strong Province defences as dangerous
What i noticed is that the AI attacks provinces always with too less troops. Last game i was against Tien Chi and they wasted every turn about 100 units on a province with 100 defence. If the AI would notice the province defence and build corresponding armys (I did only have PD in that province) i think she (is AI feminine??) would be a lot better.
Friendly fire
I'd like an option to order your archers not to fire where own troops are in the adjacent square as in a lot of the littler battles my only losses are from friendly fire. (Especially funny is the friendly fire when your archers kill the units chasing routing enemys :/)
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October 9th, 2006, 07:40 PM
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Major General
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Demobilization
Demobilizing troops: It should be possible to demobilize troops. Disbanded 'normal' units with minds might contribute to province defense, unrest, both, or neither -- probably depending on dominion, unrest, existing PD, and whether they were healthy or starving (wounded units most likely to simply vanish; healthy, but inexperienced units, especially hungry ones, in a province riven with unrest might turn to banditry).
Disbanded magical, undead or demon units might simply vanish or turn to unrest only, if they have minds; and simply dissolve, otherwise.
One question would be whether the commander demobilizes with them.
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October 10th, 2006, 10:31 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Demobilization
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander, or some of them every round of combat. Choosing a multiplayer option that downgrades the soloplay options might be a consideration.
Just thought Id toss that in on some of the "dont know why it hasnt been done" comments.
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-- 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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October 11th, 2006, 12:01 AM
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Lieutenant General
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Join Date: Mar 2004
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Re: Demobilization
Quote:
Gandalf Parker said:
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander...
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You mean like calculating aging for every commander? 
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October 11th, 2006, 12:21 AM
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Major General
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Re: Demobilization
PATCH IMPROVEMENT REQUEST
Better starting AI at game start, turn 1 or 0 if u prefer (as that's where the problem lies), AI's r dieing of dominion death turns 1 - 10 or stagnating in there home province due to taking bad scales, becoming easy kills, lvls normal to difficult.
Overall the AI Is very good when it gets going, just a starting problem with a few who seem to get the game setup wrong.
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October 11th, 2006, 12:42 AM
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Private
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Points for Slumbering gods too high
I think the 150 points for missing only the first year is too rewarding - you can really pump up your scales to the point that it seems almost folly to take an awake pretender unless the map is tiny and you can use him as a SC. I'd recommend moving the point reward down to 100 or even 80.
I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.
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October 11th, 2006, 02:18 AM
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Lieutenant General
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Re: Points for Slumbering gods too high
Quote:
biekert said:
I think the 150 points for missing only the first year is too rewarding - you can really pump up your scales to the point that it seems almost folly to take an awake pretender unless the map is tiny and you can use him as a SC. I'd recommend moving the point reward down to 100 or even 80.
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Not sure the 150 is wrong, but the added bonus for being imprisoned and not showing up for _three_ years (two years after the slumbering ones) should be at least as much as the bonus for slumbering.
Quote:
I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.
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It's seemed that way to me as well - and of course, unless you jot down ages for _every_ unit (or at least commander) and track each unit every turn, almost impossible to actually catch. Probably won't be fun to debug either.
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Wormwood and wine, and the bitter taste of ashes.
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October 11th, 2006, 02:32 AM
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Major
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Re: Points for Slumbering gods too high
You can use the pretender for taking indies no matter what the map size is, and an early advantage can grow with time. I think the points you get for not having your pretender ready on turn 1 is not too high.
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October 11th, 2006, 03:07 AM
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Lieutenant General
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Re: Points for Slumbering gods too high
Quote:
biekert said:I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.
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Did you take Death scale?
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October 11th, 2006, 02:31 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Demobilization
Quote:
Cainehill said:
Quote:
Gandalf Parker said:
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander...
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You mean like calculating aging for every commander?
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Actually yes. But that could be considered a fix for large maps and long games with full labs. Not to mention elites that are years away from their home province. So that fact that it impacts large maps is acceptable.
__________________
-- 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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