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January 2nd, 2007, 06:23 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 404
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Re: Summon stats
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TruePurple said:
Please don't miss my "Saving when you want to" post bottom of last page.
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It's been talked about : Would be very nice for new players. Would cause some to quit because they couldn't resist the temptation to reload when things to wrong. Since it's still first of all a game for one turn per day multiplayer, the devs prefer to focus on other features. You can mimic it by backing up your save directory.
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Along the line of providing stats for enemy units.. providing stats of summons when you middle click or left/right click.. what ever.. summon spells as well a number showing how many you will get.(or put that information in spell description)
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Would be nice if clicking on the text 'The army consists of mainly emerald guards' in a province description, showed the info a pythium player gets when right clicking on a unit on the recrutment screen. And for 'heavy infantry' it shows one of the many heavy infantry, randome one every time. Same for spells, show the stats for one of the 3 air queens from a link in the spell description.
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You could then cut out a number of pages of manual with that information..
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Nah... I like having stuff in the manual.
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January 2nd, 2007, 06:55 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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Re: Summon stats
iirc, and i don't know if it's been mentioned yet, you can back up a game much the same way as you could in roguelikes, by copying the save directory to somewhere else. if you screw up, just drop it back into the dominions directory
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January 5th, 2007, 03:55 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Summon stats
Quote:
paradoxharbinger said:
iirc, and i don't know if it's been mentioned yet, you can back up a game much the same way as you could in roguelikes, by copying the save directory to somewhere else. if you screw up, just drop it back into the dominions directory
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The very first roguelike game I played (that was moria, and it was, '90 or '91) didn't let you do a simple copy of your savefile - the savefile included some inode/date info, or something. But someone in my school had hacked a special "moriacp" command to duplicate the "cp" command (this was Unix, before Linus Torvalds made up Linux) that mostly worked...
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January 5th, 2007, 04:29 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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Re: Summon stats
Ahhh memories of the joys of unix.
Gandalf Parker
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I knew DOS before it was spelled DoS
I knew UNIX before it was spelled L I N U X
and INTERNET before it was spelled W W W
__________________
-- 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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January 23rd, 2007, 07:45 AM
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Private
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Join Date: Dec 2006
Posts: 42
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Missed questions
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Does luck attribute help protect you from curse effect? Does being blessed reduce your chances of being cursed?
Why doesn't shift ? show me a list of hot keys (or do anything at all for that matter) ?
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January 23rd, 2007, 02:23 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Missed questions
No and no.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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January 26th, 2007, 02:17 AM
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Private
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Join Date: Dec 2006
Posts: 42
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Re: Missed questions
Why doesn't shift ? show me a list of hot keys (or do anything at all for that matter) ? / How do I get a list of hotkeys?
How do I stop the tips for playing that I can read them so they don't fly by too fast to read?
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January 2nd, 2007, 07:06 PM
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Private
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Join Date: Dec 2006
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Feedback and other stuff
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Would cause some to quit because they couldn't resist the temptation to reload when things to wrong.
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You mean quit playing the game? Seems the traditional saving is intentionally not there. Putting it in might not be much work, suppose putting in a ironman option could be a bit of work. But the ironman option is best of both worlds. If it reflects in scoring, someone could easily choose it for extra challenge rather then quit the game.
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You can mimic it by backing up your save directory.
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I know that but..
Not easily, since I have issues with the game where when it loads and I click it minimizes, I have to refocus to the game twice and then switch resolutions over and back and do this every time I alt tab and all that takes plenty of time. To do this ever so often.. So your solution is a hell of alot of work and waiting.
Then when you want to load the save you got to remember which one you hadn't used. Which is hard since copying the save requires either different names or different directories.
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for 'heavy infantry' it shows one of the many heavy infantry, randome one every time.
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Because you figure it would be easier to program that way? Well that would definitely be better then nothing, its about the less generic units anyways. But really its confusing and silly to have so many units with the same name. Like the better druids (the ones that cost 380, not 120 or so) should be called "master druids" or something. These units should have more specialized names in my opinion, least some of them.
Not a real big thing for me but it would be nice and in some examples its just plain absurd for them to have same name IMO.
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I like having stuff in the manual.
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Sure, but if it was a choice between having the information in the manual where you flip around and find it and having the information at a click in the game. I'd much prefer the latter. Especially since it makes the game notably more mod friendly. And in my experience players can make some real nice mods sometimes. And as a bit of an environmentalist.. anything that saves resources. Plus savings in manual costs might be extra incentive for the developer to put it in the game.
Speaking of, how often do they (the developer/programmer pair) read the forum? Might I ever hear from them on these issues?
What are their names anyways? Is it Mindi & Annette? (both girls right?)
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January 3rd, 2007, 04:22 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Feedback and other stuff
The devs are Kristoffer O and Johan K. They'll respond to you if they feel like it, but believe me, you are NOT going to get universal unit stat visibility as per AoW. More important issues than that have been brought up in the past without a response.
As for unit stats, once I get done with the Dom3DB project, the stats for every unit in the game will be available and make things much more mod-friendly than being able to see everything in the game would do.
Edi
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January 3rd, 2007, 04:48 AM
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Private
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Join Date: Dec 2006
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Dom3DB project
Those two would be the ones to come onto the forum and apply gamer feedback to the game? How often to they come onto the forum and give consideration (with feedback showing they have)?
I suppose you mean accessing enemy unit stats from map screen and summon unit stats from spell screen as "universal"?
Are you familar with AoWsm BTW?(so I can know if we are speaking on the same wave length)
Please tell me more about this dom3db project and how its to work for showing unit stats and what else it would do if anything else.
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