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June 7th, 2007, 02:21 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Wish-List for Dominions 4
Wishes:
1. The ability to mod magic items, assigning arbitrary spells to magic items.
2. The ability to mod magic items and spells, modifying any arbitrary unit characteristic + or - (morale, strength, HP, resistances, magic bonuses, supply use, etc.)
3. The ability to mod spells to modify any arbitrary province characteristic + or - (income, sloth, etc.)
4. The ability to mod spells to modify any arbitrary game characteristic as a global (random event occurance, etc.)
5. Magic item: "Reliquary" - +1 holy, unique or greater magic
6. Somebody to run a poll or survey so the devs know which "wish list" items are most popular!
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June 9th, 2007, 11:13 AM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Wish-List for Dominions 4
Hostages and Prisoners!
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June 9th, 2007, 09:42 PM
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Corporal
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Join Date: May 2007
Location: Sydney, NSW
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Re: Wish-List for Dominions 4
Holy gems and things to use them on!
And the ability for pretenders to preach and build temples.
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June 11th, 2007, 01:11 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Wish-List for Dominions 4
I think you can mod a pretender to preach / build temples... It would be a special pretender though. This has been discussed elsewhere, I recall reading it and the logic behind not allowing pretenders to preach about themselves.
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June 11th, 2007, 01:12 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Wish-List for Dominions 4
Unique magic item: Portable Lab!
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June 11th, 2007, 01:38 PM
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BANNED USER
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Join Date: Nov 2006
Location: Chicago, IL, USA
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Re: Wish-List for Dominions 4
Quote:
Psientist said:
Unique magic item: Portable Lab!
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Oooh, now that is thinking outside the lab, or box or whatever.
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June 14th, 2007, 02:28 PM
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Corporal
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Join Date: Mar 2004
Location: st. paul MN
Posts: 166
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Re: Wish-List for Dominions 4
can't read all these w/out losing my mind. If I repeat something(s) then the clamor for it is that much more louder i guess:
I'd like a flag on commanders to allow me to skip them when pressing 'n'
I'd like either the ability to select what spells are in a mages 'book' (meaning I can select/deselect all possible spells the mage can cast and then toggle 'on' the ones I want) OR i'd like to be able to set my mages to 'offensive', 'defensive', or 'balanced'. Sometimes i get annoyed when my more capable mages spend most of the battle buffing themselves instead of contributing.
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June 14th, 2007, 04:53 PM
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Corporal
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Join Date: Feb 2004
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Re: Wish-List for Dominions 4
If there is a Dom 4 down the road (developer fatigue may be set in by now, I hope not, as this game is such a gem…), at this juncture, here would be my wish list:
1. F1 screen is almost useless to me and would be of much much greater value if:
A. Could filter commanders/provinces. That is, show ONLY commanders or ONLY provinces.
B. Sort by various column values - income, resources, magic, name, etc...
2. A better post battle breakdown, something like a textual representation of the rounds of battle, at least a report on the commanders who got whacked
3. Integration with a MP server, doesn't have to be snazzy (would be happy with something integrated into the current UI), could also perhaps set up a ranking/rating system for rated games, casual games. If this was done, I bet sales would triple alone on this merit…
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June 18th, 2007, 10:38 AM
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Major General
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Join Date: Sep 2006
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Re: Wish-List for Dominions 4
I would like to see in Dom4 a chance of being able to recruit another nations national units when you conquer there capital. I have outlined a system below:-
When you conquer another races capital, you have a 1 in 3 chance of being able to recruit that races national troop types/leaders. This always excludes that races sacreds.
So for example, I conquer MA Agarthas capital, a one off check then occurs for MA Agarthas national troops as follows:-
Agarthan scout 1 in 3 chance of still being recruitable.
Cave captain 1 in 3 chance of still being recruitable.
Pale one Captain 1 in 3 chance of still being recruitable.
Agarthan light infantry 1 in 3 chance of still being recruitable.
Agarthan infantry 1 in 3 chance of still being recruitable.
Argathan heavy infantry 1 in 3 chance of still being recruitable.
Pale one soldier 1 in 3 chance of still being recruitable.
Ancient one, attendant of oracles, earth reader, golem crafter, ancient lord and oracle of ancients are all sacred so can never be reruitable by another nation. Those units are dedicated to Agartha and there god only.
Should Agartha reconquer his capital all units are recruitable as normal. But should any other nation conquer it after, the original units who made the 1 in 3 are recruitable, another check is not made.
I believe this would stop all nations morphing into one problem but make capitals more tempting targets with a greater reward for the conquerer. It would also open up more tactics/strategies up for individual nations later in the game.
It would also reflect the nation being enslaved/conquered/ruled by the host nation. Its very unrealistic at the moment that a nations entire conquered population refuse to serve there conquerer. The Roman Empire for example had its armies made up more of auxilleries from conquered nations than soldiers from Rome/Italy.
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June 18th, 2007, 12:08 PM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
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Re: Wish-List for Dominions 4
I like the idea of "capturing" a capital with a chance of building the units of an occupied country. Perhaps an increase of cost would be a good way to show that you've forced your new peoples to bend themselves to your will, i.e. 150% of the original price.
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