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October 13th, 2005, 07:06 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
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Thanked 15 Times in 4 Posts
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Re: The Dominions 3: \"Wishlist\"
1. New, suplementary battle orders: alternative target
It would be used for ranged units. If the target of ranged units is very close to friendly units, alternative target is used instead.
- safe shooting: it should be possible to order ranged units to completely STOP shooting once their target is too close to allied units and there are no alternative targets.
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2. Commander orders templates
By pressing a key combination, like CTRL-1, I'd like to be able to give predefined set of orders to selected commander.
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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October 13th, 2005, 11:36 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
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Re: The Dominions 3: \"Wishlist\"
Your 2. exists: Currently, you COPY the order combination by Ctrl-1, and PASTE it by pressing 1. All numbers from zero to nine work. You must do this while hovering mouse above the orders of that commander.
It is poorly documented, but it was added quite a few patches ago.
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October 13th, 2005, 01:15 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: The Dominions 3: \"Wishlist\"
Some more UI suggestions:
1)When recruiting units, you should be able to recruit multiple units with shift-click or ctrl-click. Shift click could be 5 untis ctrl-click could be 10.
2) There should be a button called "Recruit troops" , that automatically recruits troops until your resources are used up. You could either make the recruited troop chooseable
(right clicking on the recruitment button would open up a palette of the recruitable troops in the province and you could create a template that should always be used when you click the button) or it simply recruits the units with the best Rcost/gcost efficiency, so that you get the most heavy troops possible for your gold.
3) This one is trickier to implement, but it would improve the UI considerably. Right now artifact creation is a pain, you basically have to remember all the pathcosts to know which mage can forge which item and even then you have to hunt down the specific mage and tinker with all the path boosters.
It would be far better if there was a create artifact screen, that shows you all the artifacts you can create with your researching/defending/ally summoning mages. Then you simply click on the things you want and the program automatically assigns the mages to the artifacts(assigning those with defend orders first, then the worst researchers, then the summoners. (bonus points if you can assign dwarven hammers to those mages, and even more bonus points if they get boosters assigned automatically if needed).
4) This has probably been mentioned before, but there should be a limit in the pool gems screen. As in pool all gems, but don´t take the last x gems. Would greatly help bloodhunting micromanagement.
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October 13th, 2005, 04:55 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
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Re: The Dominions 3: \"Wishlist\"
Quote:
Endoperez said:
Your 2. exists: Currently, you COPY the order combination by Ctrl-1, and PASTE it by pressing 1. All numbers from zero to nine work. You must do this while hovering mouse above the orders of that commander.
It is poorly documented, but it was added quite a few patches ago.
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Not only is it poorly documented, it is temporary. A template should persist from turn to turn so that you do not have to *hunt for commander with orders you want to copy* and then *hunt for commander to receive the orders."
A template would ideally be viewable and editable even if not currently assigned to a commander.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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October 13th, 2005, 05:04 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: The Dominions 3: \"Wishlist\"
Quote:
Reverend Zombie said:
Not only is it poorly documented, it is temporary. A template should persist from turn to turn so that you do not have to *hunt for commander with orders you want to copy*
and then *hunt for commander to receive the orders."
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It does stay over many turns, and even stays if you exit the game. They aren't saved/moved between games, which might be what you were after.
Quote:
A template would ideally be viewable and editable even if not currently assigned to a commander.
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Yes, I'd like an addition like this. Many order-slots that could be filled as needed, and a possiblity to set orders from the list to spesific slot (0 through 9). As there could be lots of them, it would propably work much better if they could be given custom names. So, Seith_Darts could be [Eagle Eyes, Nether Darts x4, Cast spells], Seith_Prot might be [Luck, Body Ethereal, Nether Dart sx3, Cast Spells], H3Bless [Blessing x2, Sermon of Courage x3, Stay behind troops], etc. All of these and lots more would be saved, and they could be accecced whenever needed, whatever the nation.
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October 13th, 2005, 05:45 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
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Re: The Dominions 3: \"Wishlist\"
Quote:
Endoperez said:
It does stay over many turns, and even stays if you exit the game.
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No kidding? I could have sworn I tried it and gotten nothing. I'll have to give it another shot.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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October 13th, 2005, 08:08 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
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Re: The Dominions 3: \"Wishlist\"
Lol, scripts are saved with save game so you can set them on turn one and use them whenever needed during game (single or multi). I'm really surprised that after all this time you still don't know that (you are way past N00b point ).
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October 14th, 2005, 01:28 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
Thanks: 18
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Re: The Dominions 3: \"Wishlist\"
Quote:
Daynarr said:
I'm really surprised that after all this time you still don't know that (you are way past N00b point ).
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Indeed. Chalk it up to the "poorly documented" aspect of the feature.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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October 14th, 2005, 02:19 PM
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Major
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Join Date: Sep 2005
Posts: 1,007
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Thanked 2 Times in 2 Posts
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Re: The Dominions 3: \"Wishlist\"
I want special combat AI based on unit experience. Perhaps highly experienced or martial artsbased troops (like in tien chi) can have special fighting styles... perhaps a style thats designed to wear out larger enemies and then dig into them. (higher defense but attacks only do stun damage until the enemy is at a certain fatigue point, then normal attacking) or other special attack orders. make stuff like this available to other units only if all units in a row have a certain amount of experience stars.
also certain commanders and the such could have special attack orders designed just for them.
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October 14th, 2005, 06:11 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: The Dominions 3: \"Wishlist\"
Quote:
Wish_For_Blood_Slaves said:
I want special combat AI based on unit experience. Perhaps highly experienced or martial artsbased troops (like in tien chi) can have special fighting styles... perhaps a style thats designed to wear out larger enemies and then dig into them. (higher defense but attacks only do stun damage until the enemy is at a certain fatigue point, then normal attacking) or other special attack orders. make stuff like this available to other units only if all units in a row have a certain amount of experience stars.
also certain commanders and the such could have special attack orders designed just for them.
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This might work out quite well... Maybe three stars enabling archers to Fire Rear, four Attack Commanders and fire commanders, and five attack magic users/ fire commanders. All of those are commands that already exist (used in Dom:PPP, by Bogus the Troll and his friends, and possibly by AI). I'm not sure if commanders should get as many new commands, as SCs are already quite powerful. Fire Comanders/Magic Users would make magical bows much more powerful.
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