.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 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old July 26th, 2006, 08:07 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Improving Independents

Some issues I hope are addressed with Dominions_3 for the independents:

1) Allow independents to patrol castles and break sieges.
#patrol and #break siege would give more options for map makers.

2) Allow assassin independents to remain hidden and then assassinate enemy commanders which have recently moved into the province. I recommend adding #hidden and #assassinate.

3) Create an option during game setup where fleeing independents retreat into neighboring independent provinces. Since it's an option the previous method will still be available as well.

4) Create a new #random_move which instructs this group of independent to randomly travel into another nearby province owned by independents. Another new option for map makers.
__________________
There can be only one.
Reply With Quote
  #2  
Old July 31st, 2006, 03:28 AM
Argitoth's Avatar

Argitoth Argitoth is offline
Lieutenant Colonel
 
Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
Argitoth is on a distinguished road
Default Re: Improving Independents

and what happenes if human independence moves into lizard independence? that would be totally unrealistic of course. you'd need to establish independence as a bunch of CPU players almost.
__________________
Composer, Sound Designer, www.elanhickler.com
Reply With Quote
  #3  
Old August 1st, 2006, 05:21 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Improving Independents

Quote:
Argitoth said:
and what happenes if human independence moves into lizard independence? that would be totally unrealistic of course. you'd need to establish independence as a bunch of CPU players almost.
Yes it would be possible for lizards, humans and undead to all share one province with this option. Since it's just an option I'm sure gamers and map makers would enjoy the feature. If the developers have time they could work towards a more realistic independent fleeing.
__________________
There can be only one.
Reply With Quote
  #4  
Old August 2nd, 2006, 04:46 AM

SafeKeeper SafeKeeper is offline
Corporal
 
Join Date: Oct 2004
Posts: 84
Thanks: 0
Thanked 0 Times in 0 Posts
SafeKeeper is on a distinguished road
Default Re: Improving Independents

I, for one, have wanted more "active" and inter-active independents for quite a while now.

I think there should also be some diplomacy and limited fighting between them, and maybe they could even move into player-controlled provinces if they're a particularly violent breed or if you give them enough of a reason to.

Quote:
and what happenes if human independence moves into lizard independence?
They've signed a peace treaty due to the existance of a common foe [you]. Hah.

Seriously, though, if there was a diplomacy system implemented for them, with some natural bonuses and penalties to different races, it could work really good. Some independent provinces allowed fleeing neighbours to enter, others didn't.

Quote:
you'd need to establish independence as a bunch of CPU players almost.
Which I wouldn't mind at all, although most of this will probably have to wait til Dominions IV.
Reply With Quote
  #5  
Old August 2nd, 2006, 06:08 AM

Folket Folket is offline
Major
 
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
Folket is on a distinguished road
Default Re: Improving Independents

Well, I have nothing against the option but I doubt I would play with it since it makes no sense.

Independents are just people defending there homes against an occupier. Why would they ever want to move away and leave their home and family without protection? If they would move all pop should move with them.

To make all indipendet weak AI makes more sense. They would rebuild ( and/or build) armies and perhaps even a strong independent would conquer some weaker provinces (or start with several provinces). But prio one for them would be homeland security. But since they are not under the divine influense of a god they will probably be eaten sooner or later.
Reply With Quote
  #6  
Old August 2nd, 2006, 07:50 AM
Agrajag's Avatar

Agrajag Agrajag is offline
Lieutenant Colonel
 
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
Agrajag is on a distinguished road
Default Re: Improving Independents

Maybe make it so an independant province automatically recruits as much PD as its income allows it?
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
Reply With Quote
  #7  
Old August 2nd, 2006, 09:03 AM
vanedor's Avatar

vanedor vanedor is offline
Private
 
Join Date: Nov 2003
Location: Québec
Posts: 49
Thanks: 0
Thanked 0 Times in 0 Posts
vanedor is on a distinguished road
Default Re: Improving Independents

Quote:
Folket said:

Independents are just people defending there homes against an occupier. Why would they ever want to move away and leave their home and family without protection? If they would move all pop should move with them.

Random events produce independants that are much more than that. Barbarian bands, marauding knights, adventurers...
Reply With Quote
  #8  
Old August 2nd, 2006, 09:08 AM

Folket Folket is offline
Major
 
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
Folket is on a distinguished road
Default Re: Improving Independents

True, but I was not refering to them. That a barbarian horde would run rampage and plunder as many of your provinces as possible seems rational. I would really like that to be implemented. That would make the barbarian horde and other events an urgent issue.
Reply With Quote
  #9  
Old August 2nd, 2006, 07:25 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Improving Independents

Quote:
Folket said:
Independents are just people defending there homes against an occupier. Why would they ever want to move away and leave their home and family without protection?
They flee in battle... leaving their homes and family without protection thus leaving the pregnant wives and children behind. As a result a new province defense matching that of the nation which invaded is created and it's only natural for the existing population to mate with the new military males unless it's ERMOR of course. When facing a greatly more powerful army or SC it's only natural for some of the independents to run away as within history.

Quote:
Folket said:
If they would move all pop should move with them.

A single healthy male can travel much much further and survive much much longer on his own compared with bringing his wife and young children with him.
For example try crossing a desert or mountain range on foot by yourself... and then try the journey with 4 children.
__________________
There can be only one.
Reply With Quote
  #10  
Old August 2nd, 2006, 08:52 PM

Valandil Valandil is offline
Second Lieutenant
 
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
Valandil is on a distinguished road
Default Re: Improving Independents

I'd be more worried about the non-humans than Ermor. Well, BE Ermor that is.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.

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 01:54 PM.


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