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December 4th, 2003, 03:25 AM
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Private
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Join Date: Apr 2001
Location: Kitchener, Ontario, Canada
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A question and a suggestion
Hi,
I downloaded the demo this weekend - awesome game!
-If I move from province A to province B on the same turn that my enemy moves from B to A, what happens? Do we fight in one of the provinces or do we wander right past each other?
One thing I'm not really fond of with the simultaneous turns is chasing an enemy through your rear and trying to guess where he's going to move to. I'd love to see an "intercept" command - it would target an army as opposed to a province.. if the army moves to a province that's adjacent to the one you're currently in, you move there. Perhaps even have offensive and defensive intercepts - the defensive ones only move you if the enemy army enters one of your territories.
I think this would be a bit more realistic - your scouts (not to mention any sort of scrying capabilities) would give you a good indication of which way the enemy was headed.
I'd love to see it implemented but even if it never happens, this is still the best fantasy 4x game I've ever played. I'm ordering my copy next week - hopefully I'll have it right around Xmas.
__________________
Friends help you move but real friends help you move bodies.
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December 4th, 2003, 03:36 AM
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General
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Join Date: Nov 2000
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Re: A question and a suggestion
I actually don't mind the current system of movement, as long as there are a few impassable borders that you can use to help trap your opponent.
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December 4th, 2003, 03:38 AM
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Corporal
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Re: A question and a suggestion
According to the manual the size of the armies will determine whether they miss each other or fight.
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December 4th, 2003, 06:46 PM
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Lieutenant Colonel
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Join Date: Apr 2003
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Re: A question and a suggestion
yes interception is somehow lacking. Old Stars! and good SE IV have it, and it was a really interesting feature. I dont think that IW ever spoke of adding it, but who knows?
Try to write to Santa...
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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December 4th, 2003, 07:02 PM
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Major
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Re: A question and a suggestion
Quote:
Originally posted by Pocus:
yes interception is somehow lacking.
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Actually I think it's good for the game, as it favorizes movement and aggressive play. Otherwise it would be too easy for one big army to prevent enemy moves in a 3 provinces-wide area. I don't want Dominions to look too much like WW1.
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God does not play dice, He plays Dominions Albert von Ulm
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December 4th, 2003, 11:07 PM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: A question and a suggestion
Quote:
Originally posted by Nagot Gick Fel:
quote: Originally posted by Pocus:
yes interception is somehow lacking.
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Actually I think it's good for the game, as it favorizes movement and aggressive play. Otherwise it would be too easy for one big army to prevent enemy moves in a 3 provinces-wide area. I don't want Dominions to look too much like WW1. Hmm - maybe only armies that have greater (not equal) strategic movement should be allowed to intercept, which would give more usefulness to strategic movement (it usually doesn't allow extra movement because it's blocked by terrain in most areas).
However, this ignores a more fundamental problem with the intercept concept: what if the target army moves to two or more places?
I don't mind the current guessing games. Although I still don't have a good handle on how to anticipate the AI's movements, it doesn't seem to be able to anticipate mine either.
__________________
People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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December 5th, 2003, 02:09 AM
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Second Lieutenant
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Re: A question and a suggestion
Rituals are completed before movement in turn sequence, and so are the assassinations, hence, you may try to stop them from moving by casting e.g. Seeking arrow or Call of the wild, or assassinating commanders so they cannot move.
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December 10th, 2003, 03:05 AM
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Private
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Join Date: Apr 2001
Location: Kitchener, Ontario, Canada
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Re: A question and a suggestion
Perhaps interception could be based on a percentage chance.. could base it on the average speed of the forces involved, or on the number of 'fast' type units perhaps with additional modifiers if the interceptor has scouts or astral paths in his army.
As for what happens when an army breaks and enters 2 or more areas, the interceptor only intercepts one. It's the easiest to code and it would allow the breaking armies to still wage an offense - with the good possibility that a portion of their force would be destroyed. It could even be a tactic - dispatching a small force with retreat orders hoping to sucker the enemy into chasing them while the main body marches forward.
Personally, that sort of tactic appeals to me.
__________________
Friends help you move but real friends help you move bodies.
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December 10th, 2003, 06:13 AM
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Major
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Re: A question and a suggestion
Lack of interception is my least favorite aspect of Dominions, as it leads to tedious guessing games that immediately drop my suspension of disbelief. IMHO it's bizzarre that enemy forces are effectively more mobile in your lands than you are. Moreover, you can count on this being a big factor in every game.
This isn't an easy issue to resolve well however, as which part of a splitting army do you chase?
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December 10th, 2003, 06:20 AM
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Re: A question and a suggestion
Perhaps an ability could be added based on spy or stealth factors. A spy counts as X number of units when considering intercepting an Army during a "Move into Enemy Territory" phase.
And allow 2 Map Movement Armies to have a map range that includes enemy provinces instead of just familiar controlled terrains. Or perhaps a Command in the Commander's Window called "Intercept Army" that allows you to have a 1 Province 'Defense" force that can move forward to a province that is being attacked based on a formula from your Intellegence.
This would have to not be affected by magical spells that allow Sneak attacks (Call of the Wind, Wild).
I don't think it would be hard to implement; per say, but I don't know the coding involved. Or if there would need to be another phase added into the turn process. But it would add another dimension to the game. Though hopefully not allowing people to turtle.
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