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  #341  
Old February 17th, 2005, 08:01 AM
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tinkthank tinkthank is offline
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Default Powerful Summons can Backfire!

All spells are flagged according to a type. Ritual spells are broken down into those which summons commanders to the caster, those that summon troops to the caster, both, those that send attacks to far away provinces, those that do damage, those that protect, etc. etc.

Higher level Summon Troops and higher level Summon Commanders have a chance of backfiring. This chance of backfiring should be dependent on the level of the spell, the caster level, and luck: a level 1 summons will have a 0% chance of failure, +1% chance per level of misfortune -1% chance plus level of luck, -2% chance per path level above the required number. A level 2 summons may have a 2% chance, a lvl 3 summons a 3%, a level 4 a 5% chance, a level 5 a 7% chance, a lvl 6 a 9%, a lvl 7 a 12% chance, a lvl 8 a 15% chance, and a level 9 a 20% chance of backfiring. (Or something like that.)
"Backfiring" means that the summons will by no means be under the control of the casting mage. If backfired, there is a 50% chance that the mage simply loses his/her gems and nothing happens, and a 50% chance that the summons will run rampant in the laboratory -- treat as an attack on that province.

This could also be implemented for rituals which summon attackers on distant provinces, like Ghost Riders.

Some risk for high-gain spells (sort of like the way that Void Summoning is handled, or Manifestation, etc.).

This will then not "nerf" high level summons, but make things a bit more... interesting.
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  #342  
Old February 17th, 2005, 03:57 PM

Scott Hebert Scott Hebert is offline
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Default A thought...

I'm sorry if people have already suggested this.

I had an idea about the Scales. Instead of good costing you points, and bad gaining you points, why not simply remove the point cost (or gain) from the Scales?

Naturally, you would have to balance each part of the scale to each other part of the scale. You simply can't let everyone take '3 good' in every scale. Instead, you would change the modifiers so that each choice is as good as any other choice.

Take, for example, the 'Order/Turmoil' scale. You can rename it to 'Centralization/Decentralization' or keep the name the same. The idea, though, is that the more you choose on one side of the scale, the more tilted you are towards that idea. Same as before. However, now 'Order' is not clearly better than 'Turmoil'. Let us think of some ways that Order/Centralization can be good:

Affect/determine Admin% of Fortification.
Affect/determine effectiveness of preaching.

There could be others, but this is enough to start on. Basically, the idea with this scale would be how 'inward-focused' your nation is. A high rating in this scale would give you a higher Admin% on your Forts, and possibly raise your priest level when preaching (a la that Order-specific 25pt. special in DomII). But what would be the drawbacks? Well, what are the drawbacks to an inward-focused nation? Perhaps worse scouting reports. Perhaps a reduction/elimination of the Supply moving outward from your fortifications. Perhaps a reduction of Dominion moving out of the provinces it's generated in.

You get the idea, however. It is a self-controlling thing. The 'Turmoil' part would get all of the opposite traits. Less/no Admin%, Less/no preaching ability, but better scouting reports, better Supply generation from Forts, and a bonus on moving Dominion out of generated Provinces.

The only concern I'd have for doing things this way is to make sure that you don't just have 'all Order, none, or all Turmoil'.
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  #343  
Old February 17th, 2005, 06:51 PM

YellowCactus YellowCactus is offline
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Default Magic Sites.

Site Searching has always been one of my favorite suprizes. I'd like to see the elemental, astral, and nature sites work more like the death and blood sites. For instance. If your getting 4 air gems per turn out of a province....the elemental air presence should have some negative/positive effect on the province. Fire element should be just as negative on a province as blood. And Water may even heal afflictions...or have a high chance of flooding. There could be a constant 'beckoning' in strong nature provinces. It's a dangerous world out there. Your own provinces may be more deadly than the enemies. Think of quicksand and bogs. I'd hate to lost a unit of elite guards in the 'Fire-swamp'!
-yc
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  #344  
Old February 18th, 2005, 02:11 AM
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DrPraetorious DrPraetorious is offline
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Default All the requests made so far

Covers posts before #316194

I'll edit the reply and add in the other stuff as I trawl through it.

This is intended as an aid to prevent duplication of posts, as well as to move on to more concrete suggestions - I made this up for my own benefit and then decided to post it. This thing is quite long, so be warned.

In a few cases I mis-read SC as spell-caster, I guess it always means super-combatant. Or Saber Cherry.

I'm not reporting what PRIORITY people give to these different questions.

My comments in response are included after accreditation.

-- ZEITGEIST / MODDING / OTHER --
Tinkthank suggests concentrating on the fun aspects of the game and minimizing tedium. Very good advice.
As many different viable strategies as you can manage (Tinkthank,) and he makes a persuasive argument for it.
Make it easier to figure out the underlying mechanics from inside the game - possibly with sound effects (Zooko). E.g. the level of boost to magic skills provided by Communion Master, the number of points of wall a unit rebuilds per turn, etc. I certainly agree with this.
Hasslmaster thinks the increased control over tactical combat we're asking for will make the game suck-like-Moo3. He views an inability to finely control tactical behavior as a game-balance tool to partially nerf super-combatants. He's also opposed to including more stuff just for the sake of having it - which makes him subhuman. For the record, Moo3 sucked because it was shipped in a pathetically unfinished state. It's true that if you guys are worried that you might not have time to finish Dom3, do whatever features you do decide to implement well, rather than taking all of these suggestions and doing a half-assed job.
Preserve weird error messages.
Peter Ebbesen has lots of armchair software engineering suggestions for your edification.
No need to add more stuff (Zooko, PhilD, Magnate). NO! NO NO NO NO NO! I want an order of magnitude (10x) as much of EVERYTHING. Whoever's job it is to write the config files, I want Kristoffer (is that his name?) to look at the design specs, fall on his knees and BEG FOR DEATH. See below.
But izaqyos redeems himself as human being by wanting more stuff. Zooko would like more stuff but rates it as low priority.
Better balance (Cohen). Sure, but not at the expense of adding more stuff for fear it won't be balanced.
Water magic is underpowered (Cainehill). I disagree, but okay. He's right about Thetis' blessing, although Pythium is heavily into water magic and can find it quite useful.
More themes (Taqwus), at least some for everybody. I think every nation should have at least six themes, and you should have half again as many nations (to get roughly ten times as many possible positions).
More data specified in text files for more comprehensive modding (Saber Cherry, tinkthank), checksum feature to make sure all players are using the same data files (Saber Cherry). Make sure to allow modders to exercise a lot of creativity (tinkthank).
Seemlessly use multiple mods at once (Tinkthank).
Make it easier to tweak the combat system (PvK).
Don't do anything that would add more micromanagement! (Yossar)
Extensive debate on: should the underlying mechanics be simpler, should the underlying mechanics be deterministic, and should the underlying mechanics be visisble or obscure (Zooko, Turin, Agrajag, Chazar etc.) Concrete suggestions: sound effects for missing in combat (Zooko), display communion-master bonuses (Zooko), startup-switch to reduce random elements, especially in tactical combat resolution (Gandalf Parker), more info on quick reference sheets (Chazar).


-- AI PLAYERS / POLITICS --
Should be smarter, should build forts (Vynd, Kelan, LDiCesare, tinkthank).
Should have some kind of diplomacy (Kelan, LDiCesare).
Should be available for easy customization as a separate module (Peter Ebbesen, splogger, NTJedi).
Different AI personalities randomly selected at start of game (NTJedi).
Option to enable the AI to ignore supplies (NTJedi).
AI more aggressive at higher difficult levels (NTJedi).
Better messaging interface (Cohen, tinkthank). Yeah, I find this annoying myself.
Diplomacy? You should have some (Ironhawk).
Optional system to have real meaningful alliances (PvK).

-- DEITY DESIGN / NATIONS --
No "gimme" scales (Cohen, Ironhawk, Blacksilver).
Ironhawk and Blacksilver are actually complaining specifically about population killing domains. Graeme Dice and Agrajag argue that this isn't really a problem. See also note on taxes, below.
No wasted points (Vynd.)
Pick theme before pretender type (Edi).
Save your pretender lists (izaqyos, silhouette). Silhouette also thinks that pretender design should be a separate standalone executable.
Another kind of magic (izaqyos). Personally, I like the symmetry.
More dragons types (The_Tauren13).
Less useless pretender types (Sandman).
Pretender selection should make more of a difference in your religion (Sandman).
New nations: dark elves (izaqyos,) conjuring-heavy astral variant with more angels to accompany it (izaqyos). Can't you just add them with a mod?
New species: catgirls, bunnyfolk (Saber Cherry, who is also SC).
New theme - unseelie for Man (Leif).

-- GAME SETUP / CONNECTIVITY --
Option to have a (random) gem production multiplier independent of site frequency (Sabery Cherry). On first glance this looks like a complete waste of time but actually I agree with Saber Cherry it's cool. For one thing it is actually less random - since your odds of finding no useful sites at all in your first N provinces are reduced.
Option to disable mercenaries (SurvivalistMerc).
Option to specify the number of pretender points available (Deccan).
Allow people to take over for computer players (deccan).
Ability to send a .2h file to the host without "finalizing" your turn so that quickhost doesn't go, or to have a "quit without saving" option that doesn't send the file (Chazar). Also send a message to all connected clients demanding the .2h file when a forced host occurs (Chazar).
LDiCesare wants to be sure the game stays viable as SP or hotseat, so hide any of this client/server stuff people want if you choose to do it.
Silhouette thinks pretender/nation design should be a separate executable.
More than one player of some nation (rylen).
More settings when you start an individual game (Boron.)

-- TACTICAL INTERFACE --
Show spells that are being scripted as I'm writing the script (RedRover, Rainbow). Yeah.
Edit spell scripts without starting over (RedRover).
View injuries on units when passing cursor over them (Zooko, SurvivalistMerc, kukimuki). That's a good start.
Single access inventory screen (Magnate).
Any solution that will make finding magic items on heroes easier (Ironhawk), presumably either a hero sort, or the single access inventory screen, or some indicator that tells you when a hero has items.
Interface to exchange equip between field commanders is clunky (silhouette).
Clean up garrisoned troops display (Rainbow, Taqwus?) I can't find Taqwus asking for this. Personally, I think it would be good enough if the troops were sorted by type instead of by build time.

-- STRATEGIC INTERFACE --
Individuals who are set to sacrifice should not be affected by the pool-blood slave order. (Zen, Peter Ebbesen) I don't like Mictlan anyway so I won't comment. Peter Ebbesen suggests that sacrificers should be able to pull slaves out of labs, which I think is a more elegant solution. Edi suggests that individual commanders should have a checkbox which exempts them from gem-pooling, Rainbow agrees.
Shrink Icons for commanders so that they don't cover so much of the map (LDiCesare).
Fixing the number of gems a Mage "should" carry and having them reload automatically when possible. (Zen) I've never found this to be that much of an issue but go nuts.
Add a disband command (Kaljarnaha, Cainehill, Chris Adams, jseppane, Agrajag). Jseppane suggests that disbanded troops should become province defense points somehow. Agrajag particularly complains about the events that give you militia.
Warn you when you're splitting up your army because only some of it can make the trip (Kaljarnaha, YellowCactus). YellowCactus asks for a "movement safeguard" but I don't know what he means. I've gotten used to it but it is annoying.
Waypoints for long-range army movement (Magnate, Sedna, Chazar, Ironhawk). Sedna's suggestion is actually slightly different.
Prevent commander name-bashing (Phoenix-D). Does he play with rename turned off? That should definitely be on by default.
Show more/less stuff when you hit F1 (Cainehill).
Sort commanders (Cainehill, deccan).
Key to scroll through units of various sorts (incl. Sneaking units, units with forge bonuses) (RedRover) I'd also add units currently assigned to defend, units currently assigned to research, and units in territories currently bordering on territories belonging to enemy players.
Put mages random picks on his icon (SurvivalistMerc, Gandalf Parker). Personally, what I do is I take each newly recruited mage and change his name to reflect the random pick(s) he got. I notice that Agrajag also does this. Still, it would be good if I didn't need to.
Alchemy should be handled via the lab screen rather than as an order for commanders (Rainbow, Zooko). Zooko actually says "use best alchemist automatically".
Gems displayed numerically (Rainbow).
Ability to define groups of Commanders regardless of their location. Such a group defines a common color, a common edit-able sticky note and allows a common tactical setup screen as if all commanders (and their troops) would be located in the same province. (Each commander's icon displays his groups' color code: a pixel somewhere or colored frame around the icon, etc.)
Graphical overlay on map screen showing which provinces have been searched to what level (rylen). Sorry I left this one out the first time, I accidentally consolidated it with something else that wasn't really the same.
Option to have people in provinces with labs auto-deposit their gems (Yossar).

-- ECONOMIC INTERFACE --
Incl. Some sort of province governor or auto-tax heuristic (Zen, Kel, Peter Ebbesen, LDiCesare, FarAway, SurvivalistMerc, Rainbow). YES! I hate spending time hunting down bandits and giving them tax breaks.
Boron (also FarAway) says governors should be able to manage - provincial taxes, items that you use to horde gems, building of units anywhere in the empire. Hasslmaster objects, says you should remove the gem hordeing exploit, rather than making it easier to manage. I think - EITHER make it easier to manage or remove it entirely.
Sort provinces, provinces list should show terrain types (Cainehill).
Pictorial/better/more accessible representations of province stats (Turin, Cainehill).

-- START-OF-TURN/OTHER/ALL INTERFACE --
Every screen should be accessible from every other screen without going back up and then back down again (Tinkthank).
Separate server and client applications (Esben Mose Hansen).
"General Overhaul" (Peter Ebbesen).
"Saved Games" folder to make directory structure more elegant (Peter Ebbesen).
Better control of battle playback, so you can pause, rewind and just quit instead of just FFing (Zooko). Oh, absolutely.
Custom keyboard shortcuts (PhilD, RedRover). RedRover suggests a bunch of specific kbd shorcuts.
More informative battle/siege reports (Kel, rylen). Definitely, perhaps four different battle reports (very brief, brief, extensive, watch the battle.)
Review reports from previous turns (Phoenix-D, slimemold). Slimemold (and LDiCesare) actually asks for an intelligence system with reports that age. I think you should provide both.
Reports of leader death should be more informative (Taqwus). Likewise reports from harmful spells e.g. Beckoning, Lure of the Deep, Burden of Time. (Edi, Kukimuki I think).
Ability to change pwd during play (Cainehill).
More pop-up information (RedRover).
"Find" dialogue to look for specific magic items, leaders by level or by skill level or whatever (RedRover).
Ability to go back and forth between tabs during pretender creation, "Save God" option (Endoperez).
Notification of how close you are to returning your god to life (silhouette)
Remember hotkey assignments between games (SurvivalistMerc). Remember them for each nation (Edi).
Chazar wants to be able to customize your own color-coding (Chazar).
In general, more information you can see without clicking the better (SurvivalistMerc.) I don't know, I think the game screen is going to become overcrowded fast...
Option to switch the two buttons on the mouse (kukimuki).
Pretender and nation should be in a single panel. (kukimuki).
Central management for item forging at each lab (kukimuki).

-- SHINY THINGS --
Better graphics (Zooko). (Saber Cherry) specifically wants double resolution and more poses for the little guys.
Ability to save battle replays (PhilD).
Links to flavor source material in manual (Horst F. Jens)
Replay entire games (izaqyos).
See dead bodies lying on battlefield (PvK).
Maps should be able to show pictures or play movies (Leif). Sure, as long as people with slow connections can turn this off.
Integrated mp3 player for music (Olive).
Background on intro screen should be softer (kukimuki).
2d Graphics might actually look better / be more informative (kukimuki).
Awesome graphics would be nice, but sounds difficult so don't bother (tinkthank).

-- TACTICAL - COMPLETELY NEW STUFF --
Make the battlefield bigger and allow more units (PvK). PvK claims this is partially a game-balance issue.
Entirely new combat engine (Saber Cherry), especially with non-integer weapon stats. Saber wants to make sure that a Kopesh can be incrementally different from a Wakizashi, but I don't think this is important.
Influence of terrain on battle (Cohen, Quantum Mechanic, Chazar, PvK, rylen). I have some concrete suggestions here.
Improved Siege (Cohen, Quantum Mechanic). Yes, I think things should always be improved.
Initiative System (Cohen, Zen). Zen thinks this system should be complicated, Cohen thinks it should have something to do with the leader of the squad.
More battle types, especially more assassination stuff (Cohen).
Battle simulator (PhilD, izaqyos). Rainbow wants to be able to see just the starting deployment of his army.
Hit location system with armor on different hit locations (PvK).
Champions-style speed resolution with 10 phases per round and you act on a number of phases equal to your Speed (Saber Cherry). You've all played Champions (aka Hero games) right? Post is 305118. Cainehill points out that this proposal would be difficult to balance, although Saber Cherry has a fairly complicated proposal that would work.
Two leadership values - one for number of guys, one for number of squads those guys are organized into (Leif).
Make tactical combat real-time (kukimuki).
Make tactical combat deterministic/non-random (Zooko).
No don't do that ().

-- TACTICAL - SCRIPTING/AI CHANGES GENERAL --
Longer order queues (Cohen). Absolutely, but see below.
Archers should fire at a squad until it routs and then select new targets (SurvivalistMerc). Units should retarget more often in general (SurvivalistMerc).
Units ordered to flee don't change provinces if you win the battle (Avocet, SurvivalistMerc, Kukimuki). Leif wants something similar - thinks that units set to "fire and flee" should hide behind the rest of the army rather than fleeing entirely. Many subtle variations on this request.
Store/create scripts, better scripting (PhilD, Magnate, Edi, Chris Adams, Edge, SurvivalistMerc, Rainbow). Oh god yes. Edi suggests that the scripts might be stored nation-specific, which is fine as long as you can copy them. Chris Adams wants "combined-arms" orders which allow different units to cooperate, which would be very useful but I think probably too complicated. Rainbow suggests script-level control of in-combat gem usage. Rainbow suggests that scripts should auto-warn you if you right a script that won't finish, and thinks it should give you an estimated fatigue cost. Given that I mostly play pythium and the scriper can't know how many communicants I'll have I think this would be bloody useless.
But don't make it harder to use! (Nagot Gick Fel, Zooko, FarAway). Yes, true.

-- TACTICAL - MAGIC CHANGES INCL. SCRIPTING/AI --
More different, useful, combat spells (Agrajag).
Ability to specify spells that will not be cast (Argitoth, Edge, SurvivalistMerc, tinkthank.) A real scripting system should definitely address this.
Add "rest" command for mages (Rainbow). AI should manage fatigue so that mages don't pass out, unless it would be a good idea for them to do so (Rainbow).
AI should make more intelligent spell selections (Rainbow).
Touch spells should always be usable in melee if the mage "wants" (Rainbow).

-- TACTICAL - NEW ORDERS --
More unit orders (Agrajag).
Multiple formations (Agrajag).
Flanking Maneuvers (Cohen). How exactly would this work?
"Skirmish" orders (Avocet, Rainbow). The feeling is that horse archers and other skirmisher-type units suck right now. Valid point.
More squad arrangement flexibility (Magnate.)
New Order: Wait and Fire. (Edi).
(Chris Adams) wants to target commanders. Graeme Dice points out why this is a bad idea. Chris Adams points out that is an inelegant fix, suggests instead maybe - bodyguards take damage in the commander's stead, or maybe commanders have a "disguise chance" which while it works they can't successfully be picked out.
New hero order to stay coherent with own units (Leif). Personally, I'd like an order that told my entire friggin army to say coherent.
"Dig in" strategic order that provides defensive bonuses but makes you worse at patrolling (rylen).
Command to make units rout under certain condition (kukimuki).

-- TACTICAL - BALANCE AND COMPLAINTS --
Eliminating repeling and morale?!?!?! (Zooko) A bunch of people jumped down his throat for suggesting this. Personally, I think you should go the reverse route and introduce trip attacks, grappling, etc.
Change in hero routing AI (Vynd, Argitoth, Magnate, Phoenix-D, Peter Ebbesen, Kukimuki?) The current rules especially nerf people with autosummon.
Troops should never rout if all enemies have routed (kukimuki). Actually, this has happened historically, but it does happen too often in this game.
More ways to stop SCs (izaqyos, PvK) PvK suggests bigger penalties for being ganged-up on. PvK also suggests that each SC might have to research all the spells he knows - please kill me, instead.
Friendly fire has too much impact (Phoenix-D, Kukimuki), units run into poison clouds (Phoenix-D). The scripting system should definitely address this stuff. FarAway just wants more settings available for archers.
Simultaneous blows on first round of melee engagement (PvK).
Minimum squad sizes by unit type (Cohen).
Faster units can start in more different places on the battlefield (rylen) or enter from the sides ala flankers in 40K (rylen).
Don't auto-cast spells that make units vulnerable to an attack form as a side-effect (Taqwus.) Alternatively, fix it so that the de-buffing side effects don't hurt you if you are 100% immune. (Taqwus)

-- WORLD MAP - GENERAL --
Allow maps to start with independent global enchantments (Endoperez).
Save and modify randomly generated maps (Endoperez).
Pick random map generator color scheme (Edi).
Option for stronger seasonal effects (PvK).
Option to exclude pretenders from hall of fame (rylen), option to make all members visible (rylen).

-- INDEPENDENTS --
More indigenous/independent population types (Saber Cherry, tka, Aetius).
Indigenous/independent populations are different in an economic sense (Saber Cherry, tka).
Independents grow in strength, defend forts, etc. (Endoperez, tka, PvK).
Option on Defensive units not representative of indigenous population (Endoperez, tka).
Option to include more complicated rules for independents, presumably meant for random map generator (Endoperez, PvK). In particular, they'd like independents to form "nations" that may even try to oppose player positions in some kind of coordinated way.

-- ECONOMICS --
More production in more populated provinces (Aetius, Kukimuki), especially provinces that make Knights. Kukimuki suggests a system for moving resources around.
More buildings, more kinds of forts, more types of Fort defenses (Cohen, Boron, Vynd, Silhouette, izaqyos, Graeme Dice, Sandman). Boron would like "wonders" ala Civ you can build - I don't see how these would be different from global enchantments, myself. Sandman wants fortresses to vary by terrain or by nation (or vary more), and he wants forts to have extra abilities. Castle types fixed by nation, more than one castle per nation. (Aetius)
Marketplace (rylen), for magic items that go up for auction. Rylen expresses reservations. I don't know where to classify this suggestion.
Lowering taxes should cause population growth (Blacksilver.) This has also been suggested as a counter-weight the population killing domains.
High province defense should lower Turmoil (Blacksilver.) Does he mean turmoil or unrest?
More ways to recover population (Blacksilver, others.) I agree completely, both for game balance and thematic reasons. It ought to be possible to be a more beneficient sort of deity, I think.

-- PROVINCES / TERRAIN --
Dominion changes terrain type (Aetius).
More terrain types (Cohen, Sedna, Edi). Sedna only asks for more water types. How many terrain types? Well, we have about seven now, so.... seventy!
Chazar suggests perhaps we should have terrain scales, or maybe multiple sorts of tags (Chazar, Endoperez).
Option to make underwater areas all or mostly barren (PvK, LDiCesare).
Scale settings past +3/-3 (Saber Cherry), even if you can't select them for your domain. So, if you're +3 Heat in a desert the province is +4 Heat.

-- SITES --
More sites that do different stuff (FarAway).
Sites that you can fight when you find them ala MoM nodes or Warlords ruins (Kelan, FarAway). But Chazar wants to make sure those are optional (Chazar).

-- EVENTS --
Superstition event should raise probability of other events in that province (Kukimeki).
More events, events depend on more other factors (Cohen, Endoperez, PrinceofLowLight, Oelfwine). How many more different events should there be? Perhaps there should be ten times as many?
Ability to turn off events entirely (Boron).
Events/prizes that alter deity picks or unit stats (Magnate).
Deathmatches should have different name - possibly mage-only and warrior-only death matches (PvK), computer AI should not send pretender gods into deathmatch (PvK, NTJedi).
Better rewards for deathmatches (Leif, LDiCesare).

-- STRATEGIC - GENERAL --
"Revise" supplies and disease question (PvK). PvK claims that fasting for a month doesn't cause disease. Personally, I think your system is excellent in it's accurate yet simple reflection of historical warfare.
Allow eliminated-retreating units to become "refugees" (PvK).
Survival allowing attacks deep in enemy territory (Chazar). Maybe survival = stealth but only in chosen territory?
Looting of labs (Cohen). I agree.
More ways to bring supplies with you (Boron).
Change the way intercepting enemy forces works (Vynd, Deccan, Chazar, Ironhawk, possibly Graem Dice also post #304838 is hard to follow.) I don't know what SEIV stands for but Deccan's idea is clearly good.
"Attack and Pillage" order for cavalry (Taqwus, LDiCesare), Raiding should be viable (izaqyos). Taqwus offers an elegant solution to izaqyos' legitimate desire. Graem Dice says "raiding is too strong" (post #304838) but I don't think this is what he means. LDiCesare actually suggests "Attack, Pillage and Return".
Cohen would like to be able to coordinate the order in which certain global actions occur, especially spell casting (he gives two examples where this is strategically desirable.) Graeme Dice also wants to do this on the tactical board.
Better sailing mechanics (PvK).
Message warning when a merc contract is about to expire (rylen).
Make province defense better, especially against spells (NTJedi).

-- UNITS - GENERAL --
Hydras should have head slots and recuperation (Kukimeki).
Include an icon for every unit property (tinkthank, others). They made a list of all the properties that lack icons.
Summons (esp. Uniques) get semi-random stats (Turin).
Differential experience benefits for different troop types (Cohen, Endoperez)
More independent units (Cohen, Saber Cherry) - how many more? Pick the smallest two digit number you can think of.
More skills and special abilities (Cohen, Endoperez, PrinceofLowLight). I say - TEN TIMES AS MANY.
More sacred units, bigger effect from blessing (Zen).
Mercenary squads should replenish (rylen).
Option of using spells to revive enemy commanders from the dead in addition to your own (rylen). Again, he's dubious about this, but there's already a spell that lets you pull famous people back from the dead, just make it work on anybody.
Hand off default equipment to other models (rylen).
Some units have magic path ratings that vary from season to season (Endoperez).
Some units have a magic path determined by the season/month recruited (Endoperez).
Flyers should have limited ability to cross water (RedRover). Zen suggests that if Fly->Sailing the problem is solved. RedRover doesn't like that.

-- HEROIC UNITS / SKILLS --
Units with prophetic powers should actually provide prophecy of some kind (Kukimeki).
Experience points should make non-combat abilities of units (Preaching, Stealth) better. (tinkthank).
Strength of hall of fame benefits should be indicated (Kukimeki).
Awe/fear should have an impact on unrest reduction while patrolling (Kukimeki).
Heroic abilities that alter entire province's economy (FarAway).
Heroic skills relate to unit purpose, or you get to choose between two skills for each unit like in HoMM (Cohen, Zooko, Magnate, FarAway),
Heroes show up with more types of goodies (Endoperez.)
National Hero Generator (Cohen).
Addition of "Royalty" (Ranger). These are national heroes that figure into victory somehow.
More multiple-unit actions (Endoperez).
More stuff for priests to cast (Cohen).
Suggested hero ability "Thief". Lets hero perform thief actions while hiding in enemy territory. I think this is definitely a good idea. (Endoperez, Silhouette).
Add artillery (Argitoth, Leif). Leif actually said "siege engines".
Seduction should be a more generally available tactic and not just available to Succubi, nor should it require teleportation (PvK).
Units gain new skills as they rise in level (Leif).
Defeated enemies sometimes turn into magic items (rylen.) He's dubious about this but I think it's an awesome idea - if I got the "Hand of Ortalgor" after killing Ortalgor I'd totally wear it.
Hall of Fame units and prophets can sometimes survive and be taken prisoner when "killed" (Chazar)
Unassigned commanders generate production points in their province (Blacksilver).
"Prayer" (he means preaching) giving Fortune bonuses when domain limit for that priest is reached (Blacksilver). I think this is a bad idea from a game balance perspective.
Unoccupied mages reduce Drain in province (Fortune). "Unoccupied" mages already make research so I don't quite see what he's on about.

-- UNITS AND COMBAT SPELLS - BALANCE --
De-buffing spells (tinkthank).
Nerf supercombatants (Saber Cherry).
Force players to recruit a balanced mix of forces by making heavily recruited troops more expensive (Nagot Gick Fel, Saber Cherry, Zooko) The_Tauren13 thinks this should apply to summoned troops as well. Zooko regards the process of carefully examining different, fluctuating unit prices as "fun".
PrinceofLowLight (possibly Saber Cherry, can't tell) disagrees with this, thinks that the units should just be better balanced, admits that perfect balance it not possible but maintains that other changes in the game can make light cavalry and light infantry desirable for other reasons. I have my own solution to this. Personally, I agree about light cav, but not about militia. Militia should be cheap and worthless, raised only as an emergency, because this is the real history of medieval warfare.
LDiCesare thinks you should just get rid of the inferior units.
Force players to make more diverse forces by nerfing over specialized heroes somehow? (Foom).
Flying is too powerful (Zen, Graeme Dice I think - 304848 hard to parse). I remember when Magic (the card game) nerfed flyers and it was a major mistake. (Chris Adams) wants flying units to be even better, specifically more able to avoid enemies.
Lifedrain is overpowered, nerf it (The_Tauren13, Ironhawk, Hasslmaster).
No, don't nerf lifedrain, overhaul fatigue instead (Graeme Dice).
National Units should be better later into the game (Ironhawk, LDiCesare). Perhaps higher-level castles allow higher-level troops. Personally I find that I never have enough total forces, so the fact that my magic troops and wizards are better as a group than my pikeneers just doesn't come up. LDCisare + Splooger suggests a late-game building (or research) that costs big piles and unlocks more national troops.
Super-combatants should lust after fuzzy animals (Zen). If you laughed at this joke, you've been reading this document way too closely.

-- MY WISHLIST --

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  #345  
Old February 18th, 2005, 12:42 PM
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Kristoffer O Kristoffer O is offline
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Default Re: All the requests made so far

Ahh, thanks!

I made a sum up once, but it is hopelessly outdated (several months ago).
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  #346  
Old February 18th, 2005, 02:55 PM
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Chazar Chazar is offline
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Default Re: All the requests made so far

Very nice job DrPraetorious! However, my most wanted wish ever is after #308873, hence I must try to repeat it as a one-liner for management/interface:

Ability to define groups of Commanders regardless of their location. Such a group defines a common color, a common edit-able sticky note and allows a common tactical setup screen as if all commanders (and their troops) would be located in the same province. (Each commander's icon displays his groups' color code: a pixel somewhere or colored frame around the icon, etc.).(Origin:#324656)

(I think this would solve a lot, not only easy attacking from different locations: grouping fasciliates finding/assigning/mutual assignment for forgers, researchers, site-searchers, summoners, etc.)
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  #347  
Old February 18th, 2005, 07:46 PM

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Default Re: All the requests made so far

Quote:
DrPraetorious said:
Super-combatants should lust after fuzzy animals (Zen). If you laughed at this joke, you’ve been reading this document way too closely.
Damn your black heart Barabara Streisand.

15 - Love, Dr. Praetorius, I salute you.
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  #348  
Old February 19th, 2005, 01:42 AM
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Amos Amos is offline
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Default Re: All the requests made so far

New kind of spells: Casters casting spells that exist as a field at a certain radius from the caster for the length of the entire battle (ex.: "fire shield" will protect troops 3 spaces from the caster 75% of the time; "arrow shield" will protect troops 5 spaces from the caster 50% of the time for entire battle). If the solder exits the area of effect he looses the protection as the field moves with the caster.
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  #349  
Old February 19th, 2005, 10:16 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: All the requests made so far

EXCELLENT work! That is a major benefit, especially at this stage. Thanks.
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  #350  
Old February 22nd, 2005, 02:08 PM
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Nerfix Nerfix is offline
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My simple wish is that it will be a good game.
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