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  #571  
Old July 21st, 2005, 11:12 AM
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Default Re: The Dominions 3: \"Wishlist\"

I wonder how hard it would be to program the AI to madcastle/clamhoard/(ab)use supercombatants/build wrathing squads.
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  #572  
Old July 21st, 2005, 03:07 PM

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

I posted this response to a thread titled -"To Blood Magic, Or Not To Blood Magic".

My answer will also tied to the "Dom III Wishlist" so I posted it here also.

I'll like to see many more elements of the game to be tied to an "Good and Evil" scale. For example, if you were at the extreme evil end of the scale it would benefit your Death and Blood magic but would hamper your Nature and Air. There could even be specific Good and Evil units, items and spells.

So to answer your question, you would use Blood if your were tending toward evil, but not toward good.
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  #573  
Old July 21st, 2005, 03:16 PM
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Default Re: The Dominions 3: \"Wishlist\"

OHDEARGODNO
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  #574  
Old July 21st, 2005, 04:07 PM
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Default Re: The Dominions 3: \"Wishlist\"

Look for earlier discussion about Holy/Unholy. DomIII won't have more unholyness, but there will be new holy magic that has more in common witht he unholy of DomII. For each nation, its priests and pretender are holy, and every other nations' priests and pretender are unholy, or something like that. Blood isn't bad for Abysia, and it is part of the nature for Pangaea, and the way of life and much more for the Mictlan. Water/Air in the hands of Seraphs is considered very evil in almost all other nations.
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  #575  
Old July 21st, 2005, 04:11 PM

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

Quote:
Endoperez said:
Look for earlier discussion about Holy/Unholy. DomIII won't have more unholyness, but there will be new holy magic that has more in common witht he unholy of DomII. For each nation, its priests and pretender are holy, and every other nations' priests and pretender are unholy, or something like that. Blood isn't bad for Abysia, and it is part of the nature for Pangaea, and the way of life and much more for the Mictlan. Water/Air in the hands of Seraphs is considered very evil in almost all other nations.
I see what you mean. Okay, skip Good\holy and Evil\unholy. But relationships between related magic which provide mutual benefits is all I was looking for.
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  #576  
Old July 21st, 2005, 05:38 PM
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Default Re: The Dominions 3: \"Wishlist\"

I think when a leader forges an item there should be a log message, just so you don't forget about it and leave him on defend afterward and the item in treasury. (This could be incorporated into a Dom2 patch )
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  #577  
Old July 21st, 2005, 05:42 PM
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Default Re: The Dominions 3: \"Wishlist\"

Quote:
Ed Kolis said:
I think when a leader forges an item there should be a log message, just so you don't forget about it and leave him on defend afterward and the item in treasury. (This could be incorporated into a Dom2 patch )
Good idea.
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  #578  
Old July 22nd, 2005, 10:17 AM
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Default Re: The Dominions 3: \"Wishlist\"

Quote:
Ed Kolis said:
I think when a leader forges an item there should be a log message, just so you don't forget about it and leave him on defend afterward and the item in treasury. (This could be incorporated into a Dom2 patch )
I agree that a log message would be good. However, you can cycle through commanders who have default commands (defend for most units in most situations, hide for stealthy units, siege in a province with an enemy fort) by pressing n (next).
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  #579  
Old July 22nd, 2005, 01:08 PM

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

One thing to improve micromanagement: it would be nice if you were able to set a default setting, where the unit should be placed on the battlefield.
You could place the current army positioning screen in the recruitment screen, and all leaders that get recruited start with that position.
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  #580  
Old July 22nd, 2005, 01:46 PM

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

Quote:
Turin said:
One thing to improve micromanagement: it would be nice if you were able to set a default setting, where the unit should be placed on the battlefield.
You could place the current army positioning screen in the recruitment screen, and all leaders that get recruited start with that position.
The way I see doing this is to have a standard setup screen. You choose where the 1st Melee unit should go, 2nd, etc. Choose where first Missile unit should go, etc. Spellcaster, etc. So if you have 2 squads is 50% missile or more, they will be put into the first 2 missile slots when a battle begins. Of course you could override the standard setup with a checkbox in the army setup screen in any province. You might even have more than one setup (missile army, melee army, mounted army, etc).
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