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  #151  
Old November 18th, 2004, 07:15 AM
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Default Re: The Dominions 3: \"Wishlist\"

Now that the topic arose in this thread here as well, I just thought that I should mention that I have updated my thoughts about multiplication of resistances in that other thread (Post#311949), since it is not entirely clear to me how to model susceptibility Ratings. I see essentially two sensible choices, both having some small drawbacks...

(Edited to avoid crossposting. So please see the above linked thread if you are interested in my views on resistance & susceptibility stacking.)

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Apart from that, I also wish for an option to have somewhat erratic and delayed nation graphs. I do not like the nations graphs turned off during MP-play, but I do not like them to be turned on either: Gossip & Spies should not be able to figure out e.g. the exact number of research points my enemies had Last turn, and anyway, such information should need some time to seep through...
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  #152  
Old November 19th, 2004, 04:44 PM
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Default Re: The Dominions 3: \"Wishlist\"

Quote:
The_Tauren13 said:
I think it would be good for PD to be more useful. Then you would have an option other than madcastleing to stop raiding. But that would probably require a total rework of the PD system to balance.
This is actually a very good idea. Every 10 points of province defense should add a new and stronger commander... perhaps 2 new commanders after 50 with province defense. Currently spells like 'send horror' and 'ghost riders' destroy any level of province defense for almost all races.
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  #153  
Old November 23rd, 2004, 08:01 AM
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Default Re: The Dominions 3: \"Wishlist\"

Hi all

Music should be encoded in a common format (mp3 or maybe flac because it's open source). The files should be played randomly from one directory. The player should then easily add/remove the music he wants.

Or maybe there should be two directories (one for main interface and one for the battles).

The two cents of a newbie .
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  #154  
Old November 23rd, 2004, 02:00 PM

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Default Re: The Dominions 3: \"Wishlist\"

I will confess I haven't read the entire thread yet.

One of my pet peeves is that missile units do not reaquire targets and keep firing at their first set of targets until that set routs. This seems to me undesirable. I would think these troops would be smart enough to target fast troops or large enemy monsters, such as elephants, which are about to overrun their positions the following turn and fire at them when there is no screen of troops between them and what appears to be their certain death (especially when their original targets are a small squad that hasn't advanced much). I would include in this retargeting feature also pretenders or other large size commanders that are about to attack them physically and are located nearby (though I wouldn't want to see them pick out that sage pretender in the back and all fire at him if he is staying back).

I love the game you folks have made. And I finally downloaded all the new patches.

It would be amazing if "fire and flee" were not converted into "fire and rout" so that it could be used with mercenaries and the orderly retreat would be to a designated province.

I agree that graphics are far less important than gameplay (and I've deleted Shadow Magic from my hard drive but still have Dominions). Yet you guys have already done the hard work of designing good gameplay. I have to ask for the eye candy, which you could probably subcontract out if you don't have the time or inclination to do it yourselves. And I'd pay another 50 bucks for it.

I love the ideas to reduce micromanagement, especially of tax rates and the like. And if you would just go ahead and make the wounded troops look different without having to click a member of that group and then press W that would be great. Maybe make them more reddish-gray in a way easily visible for all nations and have them get more so as they pile up the afflictions. Let each user set rules for who gets autoselected by affliction and let us see the afflictions by moving the mouse over the afflicted unit. This shouldn't be that hard to do and it would go a long way toward reducing wasted time in the game.
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  #155  
Old November 23rd, 2004, 02:09 PM

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Default Re: The Dominions 3: \"Wishlist\"

Oh...I didn't say...I would like for an option to turn off mercenaries and/or make them more rare. Having them makes a lot of SP play somewhat similar in the beginning and not so much dependent on nation type.
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  #156  
Old November 23rd, 2004, 04:17 PM

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Default Re: The Dominions 3: \"Wishlist\"

The one thing I would like to see is longer spellcasting scripting. And the ability to exclude spells from being cast.

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  #157  
Old November 23rd, 2004, 07:30 PM

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Default Re: The Dominions 3: \"Wishlist\"

I should add that the list for spells that individual mages are not to cast and a list for spells for no mage in the army to ever cast are excellent ideas.

And so is the idea that combat should not be one side first then the other side. Perhaps the longer weapon should get first strike if significantly longer. One of the only simplistic parts of the Dom 2 experience is that it's hard to predict what army with end up in striking distance first and that factor alone can be the deciding factor of a battle.
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  #158  
Old November 24th, 2004, 02:23 AM

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Default Re: The Dominions 3: \"Wishlist\"

Two more requests:

- I need a call-god-o-meter. When I lose a pretender early in the game and it takes several turns to call back, I have to make notes on paper if I want to get to exactly the 40 level-turns needed and use some priests for something else in the Last turn. Put it on the research screen, for example, with the same sort of progress meter.

- There should be an easier way to exchange equipment between 2 commanders in the field. E.g I want to send out a scout with a new hellsword and flying boots to a lone SC in the field, and have the scout walk home with his flambeau and messenger boots, but they can't exchange items unless there is another emptyhanded/footed commander there to act as swap space? Annoying. Maybe an interface like the gems exchange screen, where you can select commanders and see their slots contents side by side, and drag and drop to exchange items. Or maybe this can be part of a bigger item-management system that would also solve the 5 minute who-has-the-forge-lord-hammer search.

Sill
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  #159  
Old November 24th, 2004, 05:03 AM
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Default Re: The Dominions 3: \"Wishlist\"

An optional feature offering more support for alliances, either defined at game start, or agreed on during play. So allied forces could be allowed to pass through each other's lands or even fight together against enemies (or at least not accidentally fight each other when encountering each other).

PvK
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  #160  
Old November 24th, 2004, 01:28 PM

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Default Re: The Dominions 3: \"Wishlist\"

Oh...how about keeping the ctrl-# commands the same from one game to the next.

Lots of folks try the same nation multiple times. And it gets annoying having to reprogram your favorite spell attacks over and over. It's just another tedium-reducing idea.
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