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  #651  
Old September 26th, 2005, 10:21 PM

Zooko Zooko is offline
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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.
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  #652  
Old September 27th, 2005, 05:39 AM
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cwkjc cwkjc is offline
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Default Re: formations

I would like script for the same units 2 formations :

1 for defense and 1 for attack...
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  #653  
Old September 27th, 2005, 01:19 PM

Aeshi Aeshi is offline
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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?
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  #654  
Old September 27th, 2005, 03:48 PM
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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...
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  #655  
Old September 28th, 2005, 02:56 PM

Molog Molog is offline
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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.
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  #656  
Old October 3rd, 2005, 01:30 PM

Ice_Sickle Ice_Sickle is offline
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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
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  #657  
Old October 3rd, 2005, 03:35 PM
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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.
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  #658  
Old October 6th, 2005, 03:28 PM
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Tals Tals is offline
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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
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  #659  
Old October 10th, 2005, 02:25 PM
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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.
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  #660  
Old October 12th, 2005, 06:42 AM
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Olive Olive is offline
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Default Re: Queued Instructions

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