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September 28th, 2004, 11:25 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Wishlist for September
Quote:
Edi said:
This is a wider feature request, and one I'm sure has been posted several times earlier, but how about allied victory possibility?
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That is pretty automatic, and happens a lot with multiplayer games. Did you need some sort of menu in order to allow it with solo-play games? Im just commenting because adding menu features is alot of work and this seems kindof cosmetic.
__________________
-- 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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September 28th, 2004, 03:15 PM
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Corporal
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Join Date: Mar 2004
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Re: Wishlist for September
UI:
My humble request is simple to continue to push for the ability to alter the color of the nieghboring provinces filter.
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September 28th, 2004, 04:15 PM
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Corporal
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Join Date: Jul 2004
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Re: Wishlist for September
I would really like some way to configure the keyboard shortcuts... editing a text file would be fine for me, and wouldn't require any ui work (although the informative popups ingame are another matter). This is mostly because some commands like sacrifice (used by three nations) and pillage (usable by all nations, but I really want the shortcut for ermor) have no keyboard shortcut, while capture slaves, usable only by mictlan, does. Also it would be great if the C and M hotkeys worked with ritual spells from items. Nobody would dislike a monthly forging hotkey either.
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September 28th, 2004, 04:21 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Wishlist for September
Quote:
Ozymandias said:
Nobody would dislike a monthly forging hotkey either.
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That's probably the single most-requested feature that's yet to be implemented. And it should be a trivial matter for IW to code it ...
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September 28th, 2004, 05:03 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Wishlist for September
Quote:
Gandalf Parker said:
That is pretty automatic, and happens a lot with multiplayer games. Did you need some sort of menu in order to allow it with solo-play games? Im just commenting because adding menu features is alot of work and this seems kindof cosmetic.
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More like just adding a checkbox of Allied victory on/off. I was thinking in terms of how it was done in the original Age of Wonders where they had this small box that you could click on or off. Much like the cheat detection on/off when setting up a game. Of course, the functions and new menu items for the message menu would have to be added, four that I can think of: declare war, propose alliance, propose peace/truce (to return state of war to neutrality) and cancel aliance (to reset alliance to neutrality).
The only actual UI change or new addition required would be a diplomacy status display screen where you can see if you're at war with, neutral or allied with the different nations. The rest could be done by just adding the menu options, assuming the menu buttons have been made on the list type basis as follows:
Pseudocode
Code:
Menu Button 1
display code
functions
Menu Button 2
display code
functions
etc
Adding three new ones to an existing menu should not be difficult. Writing the actual diplomacy code (i.e. how the AI should behave in the three different states) could be easy or difficult, depending. As I see it, neutrality and war don't need much, the existing AI implementation works just fine, usually the AI will initially leave you alone for a while unless you bother it. It will eventually attack and pursue the war more or less actively (unless it gets seriously attacked from another front).
Alliance option can already be set with map commands in the map file to specify that nation A and nation B will not attack each other, the alliance coding would just have to make this a resettable variable, with the actual status determined by the actions from the message menu.
Optionally, if a little bit more complex diplomacy were to be added, there could be a relationship value for the nations on a scale of +/- something for different actions. Breaking alliance without declaring war should obviously decrease chance of renewing the alliance in the future, otherwise this could be abused against the AI. Increasing the value should be through considerable (meaning really big) gifts of gems, gold or magic items and declaring war on an AI nation's enemies, while decreses would be through declaration of war, even more for attacking without declaration of war and most for backstabbing an ally.
The idea is basically a system like AoW 1 had, simple and effective. Scope for influencing relations here is more limited, but then again, alliances are often less imnportant in SP games than MP, and I think my idea as such would offer a relatively simple and effective (yet hopefully not too complex) framework for formalizing stuff in MP. Secret alliances would still have to be done as neutrals with verbal agreements, but you'd have to formalize them eventually to get pantheon victory.
Of course, like I said, this is more a wider feature request than just a simple improvement suggestion, and because I know nothing about the actual Dom2 code, I have no idea how feasible it is to implement and how eager the devs would be to do that even if it is feasible.
But just thinking of the possibilities, e.g. heat vs cold nations games and other kinds of alliance (e.g. Ulm and Marignon vs Man and Pangaea would be anoher pretty thematic one) games would be easier to formally set up, you could have really nice full pantheon clashes where you don't need so much to worry about being constantly backstabbed.
Did this post make things any clearer?
Edi
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September 28th, 2004, 05:50 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Wishlist for September
Quote:
Arryn said:
Quote:
Ozymandias said:
Nobody would dislike a monthly forging hotkey either.
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That's probably the single most-requested feature that's yet to be implemented. And it should be a trivial matter for IW to code it ...
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This reminds me of a disband feature too  . Would be very very useful too and should be extremely easy to implement too i guess 
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September 28th, 2004, 08:55 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Wishlist for September
Quote:
Edi said:
Quote:
Gandalf Parker said:
That is pretty automatic, and happens a lot with multiplayer games. Did you need some sort of menu in order to allow it with solo-play games? Im just commenting because adding menu features is alot of work and this seems kindof cosmetic.
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Adding three new ones to an existing menu should not be difficult. Writing the actual diplomacy code (i.e. how the AI should behave in the three different states) could be easy or difficult, depending.
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Ahhh so you are seeking for a way to win a game while allied to the AI? Thats what I was trying to find out. The feature would mean little in multiplay, and we have a hard time trying to get things for solo-play.
Quote:
Optionally, if a little bit more complex diplomacy were to be added, there could be a relationship value for the nations on a scale of +/- something for different actions. Breaking alliance without declaring war should obviously decrease chance of renewing the alliance in the future, otherwise this could be abused against the AI. Increasing the value should be through considerable (meaning really big) gifts of gems, gold or magic items and declaring war on an AI nation's enemies, while decreses would be through declaration of war, even more for attacking without declaration of war and most for backstabbing an ally.
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This has been discussed before. The PbEM form of the game makes it more difficult to track such things across multiple turns.
Quote:
The idea is basically a system like AoW 1 had, simple and effective. Scope for influencing relations here is more limited, but then again, alliances are often less imnportant in SP games than MP, and I think my idea as such would offer a relatively simple and effective (yet hopefully not too complex) framework for formalizing stuff in MP. Secret alliances would still have to be done as neutrals with verbal agreements, but you'd have to formalize them eventually to get pantheon victory.
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As much as I like having diplomacy in a game, I fail to see where this will be used. In a MP game having the game recognize an alliance usually limits it. And having it declare an allied win will probably never happen. Very few MP games (or solo games for that matter) actually continue until the game itself declares a winner.
Quote:
But just thinking of the possibilities, e.g. heat vs cold nations games and other kinds of alliance (e.g. Ulm and Marignon vs Man and Pangaea would be anoher pretty thematic one) games would be easier to formally set up, you could have really nice full pantheon clashes where you don't need so much to worry about being constantly backstabbed.
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Those are all great ideas and could be done with a map setup. Take a look at WEvsTHEM at www.dom2minions.com
__________________
-- 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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September 29th, 2004, 09:41 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Wishlist for September
Being able to choose allied nations when changing to AI control.
I think this would help MP games quite a lot.
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October 18th, 2004, 03:51 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Wishlist for September
Some threads about suggestions/improvements that I thought would be good to mention atleast once, and decided against bumping all these threads. Hopefully IW has already memorized these threads, but just in case they haven't...
New Water spells, including interesting Waterways (coastal-to-coastal teleport) and ideas for different summons (from Nessie to Yeti to Nymphs to Crocodiles).
Suggestions to improve the Water Magic Discipline, another Water thread, many ideas seem same. Longer, has more ideas, but also more non-topic discussion. First mention of the Waterways above
New Item SuggestionsStarted by Saber Cherry back then. Some interesting ideas, many overpowered ideas and Arms of Steel.
AI thread (20 pages), started as AI improvements but turned to discussion about AI
AI troop building algorithm Not Tested
AI castle building algorithm Not Tested
Also, the Wishlist I made and linked to once, from my previous post. I thought about a thread, but decided against it.
Unfortunately I remember only those threads, and the 20-paged one didn't end so I had to give in looking through "suggestion" search.
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October 19th, 2004, 12:04 AM
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Corporal
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Join Date: Sep 2004
Location: US-Eastern (Raleigh,NC)
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Re: Wishlist for September
I haven't been playing long, but I'm still finding new sites I have never seen and that is great. I even appreciate the time I "discovered" one of those eeevil sites when it horror marked my prophet and pretender the same turn...
Here are a couple of ideas which might be fun for new magic sites that I haven't seen suggested anywhere:
+ Halls of Elevation: provides X% bonus for Empowerment
+ Empty Altar: provides a +X Call God bonus (I need this way way too often)
+ Mystic Archive: provides a +X Research bonus
+ Wormhole: a 1-way #neighbor to a random map province
+ Storm Home: permanent Storm effect for any combat (other Versions for Haunted Forest, Fog Bank for Mist, Energy Vortex for Antimagic, Holy Ground for Bless, etc)
+ Angered Earth: chance of an Earth Attack at any time (other Versions for Flames from the Sky, disease, Call of W/W, etc?)
+ Black Market: reduced (tax) income, chance an item will be "pickpocketed" from a commander, can recruit Villain/Assassin?
+ Echo Canyon / Resonant Woods reduces/increases the effect of all song/tunes (Soothing, Healing, etc)
+ Pirate's Lair: Can recruit Pirates and Captain (seacoast)
and how about a way to create new sites in a mod
Silhouette
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