.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #651  
Old September 26th, 2005, 10:21 PM

Zooko Zooko is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 666
Thanks: 0
Thanked 0 Times in 0 Posts
Zooko is on a distinguished road
Default formations

Sometimes I spend part of an hour placing all of my units juuust right on the battle field. Then the battle that I anticipated doesn't happen, and I need to move them all around to prepare for a completely different kind of battle (for example, attack versus defense). Then the next turn, I realize that the original kind of battle is going to happen, so I have to move them all back.

Two things would help:

1. Make the green position map show transparent images of the units instead of white squares. This would make it go faster since I wouldn't have to keep clicking on other units to double-check who is where. It would also be prettier and more intuitive.

2. Make hot-keys to save formations just like the ones that are currently there to save order scripts. When you press the key to set a formation, then everyone in the current province gets their current position marked as being part of that formation. When you press the key to go to a formation, then everyone in the current province, *if* they have a position marked in that formation, assumes that position. Simple.
Reply With Quote
  #652  
Old September 27th, 2005, 05:39 AM
cwkjc's Avatar

cwkjc cwkjc is offline
Private
 
Join Date: May 2004
Location: Paris, France
Posts: 39
Thanks: 2
Thanked 3 Times in 3 Posts
cwkjc is on a distinguished road
Default Re: formations

I would like script for the same units 2 formations :

1 for defense and 1 for attack...
__________________
i hate the taste of this coffee
Reply With Quote
  #653  
Old September 27th, 2005, 01:19 PM

Aeshi Aeshi is offline
Corporal
 
Join Date: Sep 2005
Posts: 87
Thanks: 0
Thanked 0 Times in 0 Posts
Aeshi is on a distinguished road
Default Re: formations

Terrain?so in a battlefield there could be hills and archers on top of these will have increased range.Or Rocks that units could hide behind.Or there could be bogs that slow emeny units down UNLESS

-It is floating (float spell?)
-It is Etheral
-It has swamp survival?
Reply With Quote
  #654  
Old September 27th, 2005, 03:48 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: formations

The only problem with Naresh's suggestion is that one would have to check the province he wants to fight in to see things like that and take them into account. This will be easier in DomIII, but it is still something extra that takes micromanagement...
Reply With Quote
  #655  
Old September 28th, 2005, 02:56 PM

Molog Molog is offline
Sergeant
 
Join Date: May 2004
Posts: 338
Thanks: 0
Thanked 0 Times in 0 Posts
Molog is on a distinguished road
Default Re: formations

Some more easter eggs in the combat maps. I've been lowering my vision and looking throught those gigantic woods in fron of the battle looking for them.

I'd like to give assasins different orders for assasinations versus getting caught by patrollers. Attack in first case and retreat in second case.
Reply With Quote
  #656  
Old October 3rd, 2005, 01:30 PM

Ice_Sickle Ice_Sickle is offline
Private
 
Join Date: Apr 2004
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
Ice_Sickle is on a distinguished road
Default Re: formations

I had a few thoughts in recent weeks:

1) Research option. It would be nice to have an research option for the game in addition to easy, normal, and hard. Diminishing return research. The idea is that either the greater the number of researchers working in a particular field or the greater the total research in an area the less efficient it becomes. So with say 50 points of research you may get 50 points of benefit but with 100 points of research in a particular area you my get 90 points of benefit. The effect increases as research in one single area increases. This would slightly compress the difference between a person with very high research and a person with lower research and would encourage a balanced approach to research (spreading out the research between multiple areas). That's the design benefit. Of course it's also more realistic. You can't take 40 mages who are working on conjuration switch them over to blood research and not see a decline in benefit.

2) It would be nice if magic items showed up somehow in the National Summary (F1). I pass around my hammers of forging based on what I need and when it's been a long time since my last turn it takes a long time to find them. This is not the only instance when it is nice to find an item, but it's the most common for me.


Ice
Reply With Quote
  #657  
Old October 3rd, 2005, 03:35 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: formations

Quote:
Ice_Sickle said:
2) It would be nice if magic items showed up somehow in the National Summary (F1).

You know, I really like some of the chances they have made for DomIII. I like the 'y' key the most. It's just sooo great. I haven't actually thought about it since Dom:PPP, but it will see a lot of use...

Okay, I'll give a hint. The idea was also mentioned in this thread.
Reply With Quote
  #658  
Old October 6th, 2005, 03:28 PM
Tals's Avatar

Tals Tals is offline
Corporal
 
Join Date: Oct 2003
Location: UK
Posts: 114
Thanks: 0
Thanked 0 Times in 0 Posts
Tals is on a distinguished road
Default Queued Instructions

With Stars! you used to be able to give an instruction that represented many turns. So for example move a unit 5 turns worth. This would be remebered each turn to save having to rekey in the instructions. Any where this is possible would assist with the management. It also assists when turns are missed.

Tals
Reply With Quote
  #659  
Old October 10th, 2005, 02:25 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Queued Instructions

I hope we get a #clearequipment mod command so that weapons and armor assignment to units will be straightforward and without the problems encountered here.
Reply With Quote
  #660  
Old October 12th, 2005, 06:42 AM
Olive's Avatar

Olive Olive is offline
Sergeant
 
Join Date: Nov 2004
Location: Montpellier, France
Posts: 208
Thanks: 3
Thanked 2 Times in 2 Posts
Olive is on a distinguished road
Default Re: Queued Instructions

While gaining experience, scouts ans some other stealthy units should have their stealth increased instead of attack/defense.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:33 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.