View Full Version : What are your most wanted features in Doms II
Pocus
September 30th, 2003, 12:59 PM
What are your most wanted features in Doms II
Mortifer
September 30th, 2003, 02:14 PM
Most wanted? The modding tools. http://forum.shrapnelgames.com/images/icons/icon10.gif
Wait...that is the most demanded thing... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Nerfix
September 30th, 2003, 02:23 PM
Well, i picked less micro and better UI, because they will help me...er...us...errrm...Illwinter to get more sacri...*ahem* customers.
Yes, more customers for Illwinter.
Aristoteles
September 30th, 2003, 02:26 PM
Originally posted by Mortifer:
Most wanted? The modding tools. http://forum.shrapnelgames.com/images/icons/icon10.gif
Wait...that is the most demanded thing... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">YES YES!
Also a better combat AI. Where is that from the list?
Nerfix
September 30th, 2003, 02:28 PM
...because we alredy have better combat AI...?
Aristoteles
September 30th, 2003, 02:29 PM
Hm, that would be cool. http://forum.shrapnelgames.com/images/icons/icon7.gif
Nerfix
September 30th, 2003, 02:39 PM
Just read the "Wish list-Targetable spells" thread, and you'll learn...
Pocus
September 30th, 2003, 02:45 PM
yup I suppose I forgot about the AI entry. Perhaps I should make a poll about what to ask in a poll http://forum.shrapnelgames.com/images/icons/icon10.gif
Zerger
September 30th, 2003, 04:18 PM
Modding tool of course. That is not on the list at all. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif *slaps Pocus*
Wendigo
September 30th, 2003, 05:18 PM
In Dom I MP I found myself many times making a copy of a game's folder off-game to be able to check/review a memorable battle (or a turn with important info) later on.
It would be good to be able to do this inside the game (ie, without all the folder swaping + old password remembering).
PvK
September 30th, 2003, 10:39 PM
Reduced friendly fire casualties wasn't on the list. http://forum.shrapnelgames.com/images/icons/icon7.gif
PDF
October 1st, 2003, 01:04 AM
Hi Pocus, we totally agree ... (we've been 2 to vote) http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Pocus
October 1st, 2003, 01:58 AM
10 votes, and already there is a big trend http://forum.shrapnelgames.com/images/icons/icon7.gif
Psitticine
October 1st, 2003, 02:40 AM
Originally posted by PvK:
Reduced friendly fire casualties wasn't on the list. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Already in the mix. There was a patch during beta testing that cut down the number of friendly fire casualties by a tremendous degree. http://forum.shrapnelgames.com/images/icons/icon6.gif
HEMAN
October 1st, 2003, 07:11 AM
Hi fellow warriors ,im new to dom 2.I enjoy games like HOMM & ROTK, Ive downloaded Dom 1 Its a great game. What features i want in Dom 2 are;
#1 Castle upgrades expansion and add-ons http://forum.shrapnelgames.com/images/icons/shock.gif . Like HOMM.
#2 Option to controll Only my god in battle with unites http://forum.shrapnelgames.com/images/icons/shock.gif .Feel.
In Dom 1 i feel giving orders to comds is like, Well (rolling the dice cross your fingers) JITTERS.
I had a enemy come at me with 150 unites of (souless long dead) skeltons etc. attacking my castle of 50 unites including god.( Reminds me of LOTR the 2 towers battle. Which i lost the defending castle by a mere 40 enemy unites.
Pocus
October 3rd, 2003, 02:27 PM
bump 23 replies
HEMAN
October 3rd, 2003, 11:42 PM
POCUS; MY MOST WANTED features from playing Dom1 to go in Dom2 are;
(A) A DUEL > one on one between commanders??.side screen view show. loser is captured or killed in Duel, as well as any item loser has.Winner commander gets extra star medal.
(b) Diplomsy screen > a way to talk negotiate.peace for # of turns. with money.
(c) Diplomsy screen > AI anger attitude.
(D) Theme specific Heroes.
(E) A Stratigie order > in battle of No unite Retreat.
Tell me whatda you think of these ideas? http://forum.shrapnelgames.com/images/icons/shock.gif ?.
st.patrik
October 3rd, 2003, 11:57 PM
Originally posted by HEMAN:
POCUS; MY MOST WANTED features from playing Dom1 to go in Dom2 are;
(A) A DUEL > one on one between commanders??.side screen view show. loser is captured or killed in Duel, as well as any item loser has.Winner commander gets extra star medal.
(b) Diplomsy screen > a way to talk negotiate.peace for # of turns. with money.
(c) Diplomsy screen > AI anger attitude.
(D) Theme specific Heroes.
(E) A Stratigie order > in battle of No unite Retreat.
Tell me whatda you think of these ideas? http://forum.shrapnelgames.com/images/icons/shock.gif ?.<font size="2" face="sans-serif, arial, verdana">A - there is such a thing - it's called arena death match - winner gets a special weapon and lots of experience
B - there is a way to communicate in game with human players, and trade items, gems, money
C - yeah, there's been a lot of talk about this one…
D - we will have this, according to a recent post by Johan
E - I don't really understand what you're saying here…
HEMAN
October 4th, 2003, 01:09 AM
E) A Stratigie order > in battle of No unite Retreat( NO routed). a choice in battle order menu to Select. Example . i would have in the begining 20 unites in battle, enemy hits my troops with spell twice, no losses, and then my troops will run away. While the enemy would have 5 illithids unites left and they are still attacking my forces on the run??.Wouldnt common since say to troops if i have more numbers ,shouldnt troops get a boost in morale, to keep fighting???.
Note; the 2 enemy spells are a black ring & a green tear drop.i forgot the names.
[ October 04, 2003, 00:11: Message edited by: HEMAN ]
licker
October 4th, 2003, 05:39 AM
Sorry to do this, but its driving me nuts...
Its not 'unites' its units...
As to your suggestion (or complaint, can't quite tell...) E. Its the entire point of moral that you can't force units not to retreat. If you really want that go for mindless troops, or get some priets that can restore moral during the battle.
PvK
October 4th, 2003, 06:33 AM
I'm pretty sure numbers do play a part in morale. It's just that there is some uncertainty involved, and other factors, which makes perfect sense.
What I'd like to see though is an option to retreat sooner if losing.
PvK
HJ
October 4th, 2003, 06:33 AM
Sorry to do this, but it's not moral, it's morale... http://forum.shrapnelgames.com/images/icons/icon12.gif
Pocus
October 4th, 2003, 08:39 AM
Originally posted by HJ:
Sorry to do this, but it's not moral, it's morale... http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">which is kinda annoying for us french, as your 'morale' is translated to 'moral' in our country, but your 'moral' is translated to 'morale'!
ouch http://forum.shrapnelgames.com/images/icons/icon10.gif
Heman : I'm honored that you ask me my opinion, but I'm just a lambda player amongst many others. It is perhaps to Daynarr or the devs to answer if they find your features of interests.
Pocus
October 4th, 2003, 08:47 AM
Originally posted by HEMAN:
Hi fellow warriors ,im new to dom 2.I enjoy games like HOMM & ROTK, Ive downloaded Dom 1 Its a great game. What features i want in Dom 2 are;
#1 Castle upgrades expansion and add-ons http://forum.shrapnelgames.com/images/icons/shock.gif . Like HOMM.
#2 Option to controll Only my god in battle with unites http://forum.shrapnelgames.com/images/icons/shock.gif .Feel.
In Dom 1 i feel giving orders to comds is like, Well (rolling the dice cross your fingers) JITTERS.
I had a enemy come at me with 150 unites of (souless long dead) skeltons etc. attacking my castle of 50 unites including god.( Reminds me of LOTR the 2 towers battle. Which i lost the defending castle by a mere 40 enemy unites.<font size="2" face="sans-serif, arial, verdana">my personal opinion
1) the game is not a remake of civilization, or HoMM. Adding building would mostly be detrimental to the focus of the game, by bogging him down. The buildings in doms already represents military installations, priestly powers, magical structures. This is the Grand Scheme. Why would adding a barrack, war academy, etc. be better than having a castle?
2) cant be done in multiplay. In solo it could have been done, but you are asking to introduce direct control in the tac engine, which is only driven by scripts or AI decisions. Thats imply putting some hundred hours of coding just for control of the god in battle, a bit too much dont you think so? http://forum.shrapnelgames.com/images/icons/icon9.gif
Pocus
October 4th, 2003, 08:49 AM
Originally posted by PvK:
I'm pretty sure numbers do play a part in morale. It's just that there is some uncertainty involved, and other factors, which makes perfect sense.
What I'd like to see though is an option to retreat sooner if losing.
PvK<font size="2" face="sans-serif, arial, verdana">define loosing then
Am I loosing when a single mage teleport against an enemy, cast rain of stones to kill 10 enemy mystics, and then return immediatly because a ritual of returning trigger because he is wounded in the process? http://forum.shrapnelgames.com/images/icons/tongue.gif
PvK
October 4th, 2003, 04:40 PM
"Loosing" is the gerund form of "to loose", as in "to let loose".
As for "losing", it could be defined in various ways. Ideally I'd like a list of setting for each group or leader, and for an entire army, which determines the way they decide when to retreat. As you say, this could vary from "when outnumbered by X degree", "when outmatched by X degree", "when wounded", "when seriously wounded". However that's a lot more control than is really needed, or than I would expect to get in Doms II.
What I think is missing and would be relatively easy to implement, though, would be one or two tactics not seen in Doms I, such as:
"Skirmish" (for light infantry and light cavalry and fliers, for instance - meaning to attack when and where the group has an advantage in range, numbers, or position which allows it to remain mostly out of reach of being greatly hurt in a counter-attack)
"Retreat if endangered" (simply retreat as if you had morale 9 or so - the complex mechanics are already there, but not the option to voluntarily avoid fighting until nearly dead - perhaps the best compromise in Doms I is "fight then flee", but that'll have you flee even if you're winning easily)
PvK
HJ
October 4th, 2003, 05:48 PM
Originally posted by Pocus:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by HJ:
Sorry to do this, but it's not moral, it's morale... http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">which is kinda annoying for us french, as your 'morale' is translated to 'moral' in our country, but your 'moral' is translated to 'morale'!
ouch http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It's cool, and I'm not a native speaker either, I was just saying something along the lines of "Let he who is without sin cast the first stone". http://forum.shrapnelgames.com/images/icons/icon12.gif
Back on topic:
I know it can't be done in DomII, but I don't see why would the introduction of a tactical engine for battles be considered as heresy? I see a lot of requests for better control over the battles, even from people who are not advocating it diredtly, and all this could be done with full tactical control over the battles. Two reasons against it are given:
1) It would hamper the multiplayer - well, not if you still have the option to autoresolve battles. I play only SP, and I really miss additional control. It's slightly depressing to see that everything is already over once the turn starts, and there's nothing you can do about it. I hate relinguishing control of my hard-earned army to the AI's competence.
2) The AI would lose big time - and yet, on the other hand, people are praising the AI, and saying that it's good enough to do battles on its own. If it's so good as you say, then it should have not problems against the player either. It needs no further scripting, the only thing that needs to be scripted is the tactical control for the player. But if it's not so good to do that, that's yet another reason why I don't want to relinguish the control over my units to it.
In other words, I know it's not going to be there for the Doms II, but it would be a shame to discard the idea altogether for the future. Maybe in an addon, a future edition of the game, or an offshoot game based on the general Dominions engine this would be worth considering?
[ October 04, 2003, 16:49: Message edited by: HJ ]
licker
October 4th, 2003, 06:10 PM
Always gotta be a wise guy ehh?
"Sorry to do this, but it's not moral, it's morale... "
Which is why I said I hated to correct grammer in the first place, knowing full well that I'm as succeptable to making an error as the next guy.
But... its one thing to make a typo on one word. Its another to misspell the same word over and over in multiple Posts (and other words besides).
Now I'm not critisizing anyone, just hoping that the correction to the most annoying error (in my eyes anyway) would be taken as constructive by the initial poster so that he can improve his english.
I should know... I'm enjoying an all French PBEM at the moment, and my french is certainly not up to par, just ask Pocus http://forum.shrapnelgames.com/images/icons/icon12.gif Oh well its all in the spirit of trying to improve oneself, oh and others... http://forum.shrapnelgames.com/images/icons/icon12.gif
HJ
October 4th, 2003, 06:15 PM
Sorry, couldn't resist it... http://forum.shrapnelgames.com/images/icons/icon12.gif
You did notice the smilies, right? http://forum.shrapnelgames.com/images/icons/icon7.gif
licker
October 4th, 2003, 06:21 PM
Originally posted by HJ:
Sorry, couldn't resist it... http://forum.shrapnelgames.com/images/icons/icon12.gif
You did notice the smilies, right? http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Smilies? What smilies? http://forum.shrapnelgames.com/images/icons/icon12.gif
Pocus
October 4th, 2003, 09:00 PM
Originally posted by PvK:
"Loosing" is the gerund form of "to loose", as in "to let loose".
PvK<font size="2" face="sans-serif, arial, verdana">Take note that I had never pointed out the typos and grammars errors of anybody, as I'm not a native english speaker.
I know the difference between 'lose' and 'loose', thanks for the lesson http://forum.shrapnelgames.com/images/icons/icon7.gif , I made a typo.
back to the point, I just wanted you to expand your idea, so that everybody can realize that you would have to strengthen much the scriptable orders of dominions to account for the many situations where you seem to lose, but are not losing. IMO it is too much pain for a small benefit.
You idea of artificially fixing your max morale is interesting on the other hand. I suppose (humbly again) it would not ask too much from IW. The problem is you would rout like a standard rout, that is everybody run at full speed, with slower units hacked from behind. Not an orderly retreat I would say!
So fighting retreat would have to be implemented. Why not, can be fun to see http://forum.shrapnelgames.com/images/icons/tongue.gif
Pocus
October 4th, 2003, 09:04 PM
Originally posted by licker:
I should know... I'm enjoying an all French PBEM at the moment, and my french is certainly not up to par, just ask Pocus http://forum.shrapnelgames.com/images/icons/icon12.gif Oh well its all in the spirit of trying to improve oneself, oh and others... http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">yes, I improve your french, you improve my english. Is the world not marvellous? http://forum.shrapnelgames.com/images/icons/icon12.gif
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