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May 10th, 2005, 12:10 PM
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Private
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Join Date: May 2005
Location: Lille, France
Posts: 6
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Re: The Dominions 3: \"Wishlist\"
IMO graphics in the unit description should not be based on the battle graphics. They should be 2D illustrations.
People creating mods could draw them or scan history books, fantasy comics or movie pictures to add to their unit description.
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May 10th, 2005, 12:35 PM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: The Dominions 3: \"Wishlist\"
Quote:
astrapol said:IMO graphics in the unit description should not be based on the battle graphics.
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So a new player must then learn to recognize and identify two different pics for each and every unit? :-/ I think that the battlefield view is already difficult enough to understand for my taste: There are some creatures one might encounter as enemies pretty rarely. So if I see something new on the battlefield (you have to be watchful for those too!) I right-click them. Now I do not want to write down or memorize everything about each unit, but seeing the battefield picture displayed with the description actually helps to recall a unit's quailities if I encounter them again later on...
My wish: Include the Battlefield Spell-Animation within the Spell Description for each battlefield spell!
It is sometimes difficult to identify the spells cast for less frequently used spells without looking closely inspecting the written info on the upper left of the battlefield view. However, this written info is not very comfortable in battles with a lot of spellcasters of the same type doing different things or when combined with 'f'ast forward. Or spells cast by items in the beginning of a battle do not even have such a description (In fact, it puzzled me for quite some time until I understood the animations displayed by bearers of StaffOfStorm or wearers of CopperPlate Armor were caused by the items, since I rarely cast ChargeBody or Storm manually).
So I would like it if the right-click spell information window would feature a sage casting the the spell over and over again. Or maybe the missile icon for evocations...
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May 21st, 2005, 09:48 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
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Re: NEW MAGIC SITES
Quote:
NTJedi said:
Active Volcano = +2 Fire Gems per turn... 20% chance each turn any units within the province take 1-25pts of fire damage.
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If you are going to come up with new ideas the least you can do is keep them as realistic as possible. A commander would keep his army away from a volcano. The most realistic effect of an active volcano is to have it have a chance in reducing population in the province or lowering the resources and supplies; creating unrest...
Edit: With the restrictions of realism you have freedom: There could be a spell/special event to create volcanos in a province having good and bad effects. Fire gem production but destroying the province (or maybe even NO fire gem production). Super massive volcano spell could be a global enchantment to reduce supplies, create unrest, and lower population. This is realistic for a volcano.
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May 22nd, 2005, 10:55 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: NEW MAGIC SITES
Quote:
Argitoth said:
Quote:
NTJedi said:
Active Volcano = +2 Fire Gems per turn... 20% chance each turn any units within the province take 1-25pts of fire damage.
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If you are going to come up with new ideas the least you can do is keep them as realistic as possible. A commander would keep his army away from a volcano.
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DUH !
The point of this magic site is the income of FIRE GEMS which is realistic with a source like a volcano. And it's obviously realistic for units risk being damaged in the same province as an active volcano.
My example of a volcano adds a magic site which brings danger as well as valuable gems the same as a few other magic sites which spread disease yet give gems.
Quote:
Argitoth said:
The most realistic effect of an active volcano is to have it have a chance in reducing population in the province or lowering the resources and supplies; creating unrest...
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This could also be added as part of the volcano magic site... but the more details for a magic site the more difficult it will be for the developers. Thus I left my description more simple.
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May 23rd, 2005, 05:09 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
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Re: NEW MAGIC SITES
How about giving one nation the ability to take over enemy temples?
Just like the 100 gold temples, you could have a nation that can use enemy temples as well as ordinary temples, that could be quite interesting for a little flavor.
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I'm in the IDF. (So any new reply by me is a very rare event.)
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May 23rd, 2005, 02:04 PM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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I want more toys!!!
Searching commanders should have an extra chance (maybe modified by the current luck scale) to uncover a magical trinket in addition to the searched sites:
I do like magical trinkets, but it is hardly worth the gems and mage time to forge them! Furthermore, I love it to find magical items after a battle! Anything that I can get is fine - it just appeals to my primordial greed to seize something as my prize for winning a painful, bloody battle! However, my enemies rarely field any item-wielding commanders besides SCs. So why not making low-level items more abundant by such a mechanism? Adding such a mechanism would also increase the luck scale's usefulness (especially if there would be more cursed magical trinket to be found besides the odd slave collar, hehe!).
However, I would oppose the idea that a search and a high luck scale could produce anything better than a lesser magical item or even extra gold/gems in order to avoid an exploit of the luck scale by heavily searching and re-searching...
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May 23rd, 2005, 02:10 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 559
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Re: I want more toys!!!
The Slave Collar should reduce your normal leadership to zero. AFAICT, that would make your leader keep fighting after the rest of the troops ran off.
-Frank
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May 25th, 2005, 01:55 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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It\'s the end of the world, and I feel fine...
It might be amusing to add a few more "end of the world"-type globals... for instance,
Rain of Jaguars; as in jaguars falling from the sky. Mictlan. Stat bonuses to Jaguar Warriors, werejaguars; unrest increasing worldwide; tiny chance of jaguars attacking commanders and their bodyguards.
Fate's Fury; all new units, either summoned or recruited, have a chance of being cursed and/or horror-marked. Global 1-pt shift towards Misfortune and Turmoil would be thematic, but probably overdoing it...
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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May 25th, 2005, 10:06 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 529
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Re: It\'s the end of the world, and I feel fine...
How about a new spell that can be used in combat that dispels all enemy enchantments?
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May 28th, 2005, 01:05 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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Re: It\'s the end of the world, and I feel fine...
I'd like to be able to see the upkeep cost for units. Instead of hunting down their purchase price and dividing by 16 or 32.
On the subject of upkeep. How about allowing certain units to have more or less upkeep than the standards rules.
As example a king midas national hero who contributes 10 gold a turn and has midas touch attack, resist or be turned into gold.
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