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  #1  
Old February 16th, 2007, 08:19 AM

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Default Re: Is there a way to lock research paths?

I don't actually think it's a problem to be honest, it only takes a few seconds at most to get it how you want it.
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  #2  
Old February 16th, 2007, 10:45 PM

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Default Re: Is there a way to lock research paths?

Quote:
llamabeast said:
I don't actually think it's a problem to be honest, it only takes a few seconds at most to get it how you want it.
In my current MP game I was trying to set 3 paths and I got so frustrated that I almost gave up.
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  #3  
Old February 17th, 2007, 12:54 PM
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Default Re: Is there a way to lock research paths?

Quote:
llamabeast said:
I don't actually think it's a problem to be honest, it only takes a few seconds at most to get it how you want it.
I've been frustrated with this problem since Dom 2. It's a royal pain.
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Old February 19th, 2007, 01:50 AM

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Default Re: Is there a way to lock research paths?

Another problem is that sometimes pressing + or - doesn't go up or down by 1, it moves by 2 or 3. And clicking on the bars doesn't work either.
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Old February 19th, 2007, 07:02 AM
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Default Re: Is there a way to lock research paths?

Yes, a button to lock / unlock a path, like in Master of Magic for Mana/Research/Skill if I remember well, would be great.

And the + / - should add / substract points 1 by 1, it's always frustrating to spend time trying to adjust precisely research, and not succeeding at it.

Something more, when choosing a school to display the list of spells, the spells are sorted by levels. Near of the level, it would be nice to have the research points needed to reach it.

Ex :

Alteration 1 : OK.
...
...
... List of spells
...
...

Alteration 2 : OK.
...
...
... List of spells
...
...

Alteration 3 : 43 remaining.
...
...
... List of spells
...
...

Alteration 4 : 203 remaining.
...
...
... List of spells
...
...

etc...

OK, it's actually possible to calculate it if needed, but it would be more comfortable to have it displayed.
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Old February 25th, 2007, 12:50 PM

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Default Re: Is there a way to lock research paths?

I agree that locking research paths is a must.

Another possiblity I have seen in other games:

The bars can be used as weights, i.e. each bar can take any value between 0 and 100 independently from the others. The amount of points allocated to each path is then determined by (weight for this path)/(total sum of weights)*(number of points available).

Though that would probably be more difficult to implement than simple locking.
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  #7  
Old February 25th, 2007, 01:08 PM

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Default Re: Is there a way to lock research paths?

Actually, I do definitely agree that complete fine-tuning is sometimes impossible. I just give up, and accept wasting 2 or 3 research points, which I guess is a bit poor really. Also the + and - keys seem a bit erratic to me, I don't know if I'm being somehow inept.
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  #8  
Old February 25th, 2007, 07:13 PM
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Default Re: Is there a way to lock research paths?

Quote:
T77 said:
Another problem is that sometimes pressing + or - doesn't go up or down by 1, it moves by 2 or 3. And clicking on the bars doesn't work either.
What, you can use + and - keys?? Whahoo! I didn't know that, I was missing buttons for exactly that, ALOT. I got fairly good at making mouse clicks with single pixel precision now, though.
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  #9  
Old February 26th, 2007, 03:21 PM

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Default Re: Is there a way to lock research paths?

I can see this as being a nice tweak to the UI, but I *never* spread research around 3 schools, and the only time I split between 2 schools is when I will reach my current goal in a school that turn.

Presumably you have specific reasons to be researching particular schools. Suppose your current strategic goals are to be able to cast falling frost and arrow fend, and you want to reach contruction-6. I cannot imagine a case in which you would be better off reaching all 3 goals simultaneously in, say, 15 turns. By focusing on one at a time, you might be able to cast falling frost in 4 turns, then forge const-6 items at the 10-turn mark, and still be able to cast arrow fend on turn 15. That's 11 turns in which you would be able to use falling frost, and 5 turns worth of forging that you would not have been able to do by going for all 3 goals at the same time.
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Old February 26th, 2007, 03:37 PM
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Default Research musings...

It would likely be more realistic if there were nonlinearities and synergies -- too little or too much attention paid to one research area having lower efficiency, and possibly the occasional benefits from cross-pollenation -- but it'd also lead to optimization-hell where players run programs to find maxima.

I sort of like the ol' non-determinism of MOO2:BAA (probability of breakthrough per round once threshold achieved), but I rarely went as far as to take Uncreative...
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