View Full Version : Wishlish! (For the next patch)
January 22nd, 2004, 08:35 AM
Well there seems to be again, a massive spread of Posts regarding what people would like to see implemented in the next patch.
Please place your wishlist of ideas here so that the Developers can review and ascertain whether or not they can or will listen to our points and counterpoints.
I won't kick it off with the list of things missing that I wanted changed (well maybe one) but with a few things I would like.
This is in no way saying that we do not love Dominions 2, we only wish that it could be better. Please take this as our showing of affection by clearly thinking about and honestly providing feedback to things we feel as being issues or things that may or may not be able to be changed.
Forgive our ignorance of what you can and cannot accomplish in a reasonable amount of time and we will do our best to present our ideas in a courteous fashion.
Zen's List
Adjustable Replay Speed (for Alex!) [Yes I know you are looking into things to do with the cross-platform replay bug, but it must be said and I hope you understand that]
Dimming a Commander who has been given a command this turn (Akin to the "Hide Researchers" tab)
Fixing Caelum Cold Preference
Adding Spell Description to Sanguine Heritage
Update on Patching information or Work in Progress thread/webpage
Full Mod Tools (Yeah forgot about that one, but I'm sure someone would mention it if I didn't)
(I'm sure there will be more)
[ January 22, 2004, 06:42: Message edited by: Zen ]
Pillin
January 22nd, 2004, 08:42 AM
Top of my head request would be a way to disable available spells for combat. So that if you dont want your mage to cast the panic spell, you disable that one http://forum.shrapnelgames.com/images/icons/icon7.gif
HJ
January 22nd, 2004, 08:50 AM
Well, I'll start off big, so maybe not for the next patch, but for some time in the future:
- "fire and attack" and "fire and hold" orders (or something along those lines) to make combo units more effective and lessen friendly fire
- better control over spellcasting (such as dividing spells into offensive, defensive, etc., or even individual ones, and being able to exclude ones you don't want to be cast; or a longer script list, e.g.)to lessen friendly fire and unnecessary protective spell casting
- more icons (such as very welcome and underannounced additions of recuperation, siege bonus and pillage bonus ones from this patch)
- fixing the "heroic quickness = abandon script" bug
- other single player improvements, which have already been covered many times
Xavier
January 22nd, 2004, 09:02 AM
1. Ability to use a hostname in place of an IP address for hosting network games. Bingo! People with dynamic IP's can host games without having to contact players somehow with the new IP everytime it changes.
2. Lock or password protect pretenders once they have been uploaded to a network game. Had an issue recently where someone uploaded their pretender over top of the one belonging to the person playing that nation. Along comes turn 1 and 'uh-oh!' Atlantis can't play....
3. Make Mictlan a little more competitive?
4. Yet more pretender templates to choose from! Not a big deal, but you've done a great job with them so far, and variety is one of the strongest elements of this game. Why not add more? In a similar vein, am I the only one who might actually use the phoenix from time to time if it was just a little more magically powerful?
edit:
Almost forgot - Fix hosting so that scheduled hosting doesn't crash the server (apologies if this has been discussed in a thread that I missed)
[ January 22, 2004, 07:51: Message edited by: Xavier ]
quantum_mechani
January 22nd, 2004, 09:17 AM
- Fire and retreat (without scattering) command
- Balancing paralyse
- Fix 'nethack' bug
- Add some of the pretenders suggested in the 'Divine Serpent man only?' thread (preferably mine http://forum.shrapnelgames.com/images/icons/tongue.gif )
Jader
January 22nd, 2004, 09:37 AM
Hotkey (or sth) to see commander's troops (ONLY his troops) while commander is selected.
Wendigo
January 22nd, 2004, 10:33 AM
Balancewise:
-Caelum scales bug fix
-Paralyze & related bug fix
Interfacewise (might be quite harder, some stuff lost from Dom I):
-Speed replay & renaming Dom I style.
-Selecting a commander on main map & hitting the 'army' button should take you directly to said commander (which should be highlighted) & his troops, without needing to scroll the list to find him ...this would speed scripting a lot.
-Buttons to lock research in schools.
void
January 22nd, 2004, 11:06 AM
Interface:
Show Nation Name.
Combat spells Banned-list.
Unit Order:
Fire and Hold.
Repeat Last Cast.
Others:
Full MOD Tools.
---------------------------------
about "Adding Spell Description to Sanguine Heritage"...Djinn lamp no decription too ^^
Paralyze? Yes,its overrun a bit,but not a serious problem..
sachmo
January 22nd, 2004, 03:39 PM
If possible, fix the bug where the game has to be windowed for the mouse to appear in Win98.
Raz 24
January 22nd, 2004, 03:48 PM
First the radeon framerate bug wich is a pain in the armpit
Well maybe a new theme or something if you can fit it in the game
onomastikon
January 22nd, 2004, 04:06 PM
Trying not to repeat what the others said:
AI: better usage of spells (e.g. not casting Iron Warrios on *yourself* after casting Invulnerability; not casting Barkskin four times in a row; not casting precision-boosting spells on melee friends, etc. etc.)
AI: have AI-opponents build strategic fortresses and choose which provinces to attack when better
AI: choice of targets improved (reduced casualities from friendly fire)
Interface: Research Screen: Let us click on a school and be able to increase / decrease research spent with the arrow keys and/or by typing in a number
Interface: A hotkey which enables you to see which units a selected commander has under its command as well as their battle orders. Best would be a hotkey which simply links to the “set battle orders” section of the “troop command /t/” screen.
Interface: A hotkey enabling you to see which spells the selected commander can cast. Best would be a shortcut key linking directly to "set battle orders / cast a specific spell". (Or anything other than select province, hit "t", set battle orders, cast specific spell.) Give us some way of seeing which spells a commander can cast SIMULTANEOUSLY with which gems s/he currently has, preferably without having to enter the battle orders screen and actually change the battle orders (by pressing “cast specific spell”).
Interface: a hotkey enabling you to see which items a commander can forge – even if not in an area with a lab. Best would be getting this information PLUS spellcasting information directly from the commander’s screen upon having him/her selected.
Interface: let us see the personal gems (if any) a commander has when setting battle orders. Nice here too would be not only letting us see them, but clicking in that field lets us exchange them too (direct link to f7/exchange).
Interface: Allow commanders to “forbid” casting particular spells, or at least limit their use
Interface: Enlarge the Exchange Gems screen to accommodate more commanders. Let us be able to click on the commanders and change the gem number per arrow key (or better: typing in numbers) rather than clicking.
Interface: Alchemy screen: Let us be able to click on the gems to change and change the gem number per arrow key (or better: typing in numbers) rather than clicking.
Interface: the f1-f# screens pop up no matter what screen is currently active (thus allowing me to change items from my treasury, for example, while inspecting my army).
Interface: Giving an item to a commander automatically switches items should a slot be filled (e.g. I do not need to put his helm in the lab first before giving him a new one).
Interface: Either make default or allow a setting which lets you switch between default "returned actions upon invalid command", i.e. when you have a mage forging a helm selected and make some other (invalid) command, she goes back to "defend" instead of forge that helm and you have to reset.
for me, NO new modding tools / new themes / new races would be required in my opinion until some of the above can be addressed.
Teraswaerto
January 22nd, 2004, 04:08 PM
At least one theme for all the nations that don't have one yet. http://forum.shrapnelgames.com/images/icons/icon10.gif Ok, perhaps a tad unrealistic for the next patch, but eventually...
Complete mod tools, obviously. I'm particularly waiting for Magic Site modding and the ability to add more (preferably all) abilities to a unit, like spying, assassination, etc. These two are the main things the way when trying to create a new nation.
[ January 22, 2004, 14:13: Message edited by: Teraswaerto ]
Graeme Dice
January 22nd, 2004, 04:12 PM
Originally posted by sachmo:
If possible, fix the bug where the game has to be windowed for the mouse to appear in Win98. <font size="2" face="sans-serif, arial, verdana">This does not happen to everybody's system. Mine for example shows up at all times.
Gandalf Parker
January 22nd, 2004, 04:27 PM
Nice list.
Fixing the AI is difficult since there is really only one. Do you feel its better for the AI if it never casts a spell which has already been cast? That would seem bad for spells like shards or fireball.
The problem with fortresses seems to be in the AI's budgeting. Alot of what people feel the AI should do (dispel globals, build castles, get more elite troops) would require shifting from a "best use of what I have" to a "save up for this" strategy. Plus the logic of castles is hard to figure. "A province I own which is surrounded by provinces I own and none of these provinces already have a castle". Does that feel workable?
Choice of targets? Do you mean that the AI should stop firing at anemy troops that are engaged with their own troops? Im not sure how that would be done to best improve overall combat scores. If the archers all shifted to rear enemies at that point then many of the shooter types would end up running forward thru the melee combat. The AI did switch to putting most of its archers on the flanks which helped alot.
The interface things look pretty good from what I see.
The themes and mods dont really apply. I get the impression that alot of the theme and mod stuff gets done because its fun. http://forum.shrapnelgames.com/images/icons/icon7.gif
Besides the person who would do most of the work on them is not the person who would do most of the work on the other stuff.
Arryn
January 22nd, 2004, 04:41 PM
Originally posted by Teraswaerto:
At least one theme for all the nations that don't have one yet.<font size="2" face="sans-serif, arial, verdana">R'lyeh doesn't really need one. About the only thing that comes to mind, perhaps, is a theme that is less sea-based. The trick is in not taking this already-fine nation and either weakening it, or making it even more powerful than it already is.
Graeme Dice
January 22nd, 2004, 04:53 PM
Originally posted by Arryn:
R'lyeh doesn't really need one. About the only thing that comes to mind, perhaps, is a theme that is less sea-based. The trick is in not taking this already-fine nation and either weakening it, or making it even more powerful than it already is.<font size="2" face="sans-serif, arial, verdana">A possible theme for R'Lyeh would be that they have enslaved some other race than the Atlantaens. Jotuns perhaps? http://forum.shrapnelgames.com/images/icons/icon7.gif and have left the impact crater for the land.
Teraswaerto
January 22nd, 2004, 05:06 PM
Originally posted by Arryn:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Teraswaerto:
At least one theme for all the nations that don't have one yet.<font size="2" face="sans-serif, arial, verdana">R'lyeh doesn't really need one. About the only thing that comes to mind, perhaps, is a theme that is less sea-based. The trick is in not taking this already-fine nation and either weakening it, or making it even more powerful than it already is. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No nation "needs" a theme, but it's still nice that we have them. There's no reason for Marignon to have 3 themes while R'lyeh, Atlantis, Mictlan, Machaka, etc. have none.
sachmo
January 22nd, 2004, 05:26 PM
Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by sachmo:
If possible, fix the bug where the game has to be windowed for the mouse to appear in Win98. <font size="2" face="sans-serif, arial, verdana">This does not happen to everybody's system. Mine for example shows up at all times. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Does that disqualify it as a bug then?
Darryl
January 22nd, 2004, 05:43 PM
Didn't see it here, so I'll mention it: ability to name commanders! I've read the threads on why it wasn't implimented and I don't quite understand how unbalancing it is. Famous people (like Rock stars, Politicians, pro athletes, etc) "change their names" when they check into hotels and things like that. People even did this in war (reference Saddam Hussein and his 6 duplicates).
And besides all that I think it would be fun to have my pretender "Odin" with his prophet "Thor", commander "Heimdall", etc as opposed to what I have now: my pretender "Odin" with his mighty prophet....."Funde" and 5 commanders named "Duresdant". Is naming really so bad that it shouldn't be included at all?
Darryl
Leadman
January 22nd, 2004, 06:22 PM
For SP only, the ability to save at any point. http://forum.shrapnelgames.com/images/icons/icon12.gif
Leadman
onomastikon
January 22nd, 2004, 06:33 PM
Originally posted by Darryl:
Didn't see it here, so I'll mention it: ability to name commanders!
Is naming really so bad that it shouldn't be included at all?
Darryl <font size="2" face="sans-serif, arial, verdana">If this is not difficult for them to implement I would love it not for the aesthetic value but because it would REALLY help keep track of who is leading whom. In midgame to lategame, I have 4-10 commanders with the same name, often in the same province, and that makes keeping track of things difficult.
If however this means them slaving away for 100 hours to implement, I would not put it high on the priority list.
Bowlingballhead
January 22nd, 2004, 07:33 PM
I'll give you a R'lyeh theme. I want to see the Illithid enslaved by the Abboleth! The Abboleth hero is one of the coolest things in the game.
Or an even more void-oriented Version. Like Soul Gate, say, where you have no normal units at all, but can summon or generate Void Monsters.
After all, the whole reason anybody wants a special dominion is for style. Lots and lots of style.
Also, I have to say I really want to be able to rename my commanders too, but I didn't think it was practical so I was reluctant to ask.
Taqwus
January 22nd, 2004, 07:46 PM
A possible R'lyeh theme would be 'dreamtime' -- prior to the awakening and their very public emergence. Make it into a stealthy, less direct nation more reliant on often-stealthy cultists. ConVersion might be yielded through commander order, spell, or perhaps even dominion or global. A Feeblemind-causing aspect for the remaining Things would not go amiss.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
gibson
January 22nd, 2004, 08:01 PM
Bug: In XP, when something interrupts my session and forces me out (an IM or something), when I tab back in all the graphics are bizarre and I have to restart. Not a huge issue.
Gameplay: I, for one, would like to see precision values increased (or the effect of precision) because as it stands, my mages are generally useless. Even with multiple blade winds against super-packed, numerous troops I'm lucky to kill 3-4 enemy combatants. Maybe I'm doing something wrong, but it seems mages can't hit the broadside of a barn (even with Eagle Eyes, etc). Archers are also bad, but they are cheap enough to field a lot of (plus they should have a harder time of it I think, otherwise it would be exploitable).
Interface: I want a little icon on the map akin to forts and temples for labs. Would help me remember where I can drop off blood slaves, pick up items/gems, recruit mages, etc.
Arryn
January 22nd, 2004, 08:18 PM
Originally posted by gibson:
Bug: In XP, when something interrupts my session and forces me out (an IM or something), when I tab back in all the graphics are bizarre and I have to restart. Not a huge issue.<font size="2" face="sans-serif, arial, verdana">I run XP and I've not had such a problem. It may be an issue with your video drivers ...
Bowlingballhead
January 22nd, 2004, 08:25 PM
You know, Gibson's got a real point. Unless the enemy is really packed up in a big clump, it's a big area-effect spell, or it's one of those precision-100s, any attack spell is pretty much gauranteed to miss. It's made mages weak in combat and gravely weakened evocation. Who would ever bother casting Fireball when they could cast Raise Dead? At least you know your skeletons will have some effect, even if it's small.
On the other hand, raising the effect of precision in general will make archers really deadly. Why not just quietly upgrade all the mage units with a very high base precision rating? Then if they use, say, that eye of aiming thing they'll be gauranteed to get at least very close to where they're aiming - which only makes sense, right? Or you could make precision more effective for spells than weapons, but that seems like a much harder way to obtain the same effect to me.
Gandalf Parker
January 22nd, 2004, 09:30 PM
Originally posted by gibson:
Bug: In XP, when something interrupts my session and forces me out (an IM or something), when I tab back in all the graphics are bizarre and I have to restart. Not a huge issue.
<font size="2" face="sans-serif, arial, verdana">Sounds like the same as when people drop the game t the bar using something like Alt-Tab. Try this... instead of left-clik to get it back try right-clik the box for the game, then choose "restore". It seems to work much better.
NTJedi
January 22nd, 2004, 10:29 PM
Originally posted by Pillin:
Top of my head request would be a way to disable available spells for combat. So that if you dont want your mage to cast the panic spell, you disable that one http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">THIS WOULD BE GREAT !
I hate watching my mages cast etheral shield or fire shield when all enemy units are retreating off the field.
PvK
January 22nd, 2004, 10:30 PM
My wishes for next patch:
#1: Improve ranged-attack AI so it avoids risking own units in friendly fire!!!
#2: Modding enhancements. Especially, enable #clear, and enable adding and removing pretenders and heroes. Add commands #Leadership and #NewPathCost.
#3: Improve accuracy of low-accuracy units. Perhaps change mechanic so ranged attacks can land in the intended area, but not necessarily hit the unit in the square they appear to land in, so balance is ok but fire is not completely random, missing entire formations and hitting the wrong ones.
PvK
January 22nd, 2004, 10:31 PM
Originally posted by NTJedi:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Pillin:
Top of my head request would be a way to disable available spells for combat. So that if you dont want your mage to cast the panic spell, you disable that one http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">THIS WOULD BE GREAT !
I hate watching my mages cast etheral shield or fire shield when all enemy units are retreating off the field. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, this would be great!
Zapmeister
January 22nd, 2004, 11:37 PM
Bugfixes:
1. Apparently (I haven't tried it) Call of the Wild can be successfully cast in non-forest provinces.
2. Servers sometimes become unconnectable after hosting, until there's some trivial intervention by a person. This makes unattended servers impractical.
Jasper
January 23rd, 2004, 12:00 AM
1) Fix effects of Paralyze
2) Fix penetration of Paralyze, etc.
3) Fix Caelum Cold->Heat bug
4) VCR controls for battle replay
5) improve modding, especially "clearing" units.
PvK
January 23rd, 2004, 01:10 AM
Originally posted by Jasper:
1) Fix effects of Paralyze
2) Fix penetration of Paralyze, etc.
3) Fix Caelum Cold->Heat bug
...<font size="2" face="sans-serif, arial, verdana">Oh yeah, these are quite important.
Psitticine
January 23rd, 2004, 02:50 AM
Just FYI, the Caelum bug has already been fixed up and will be in the next patch. There's been some tinkering with server stuff that I don't know the details of but it might fix the problems. Dunno 'bout the other stuff yet.
Fire Wraith
January 23rd, 2004, 06:02 AM
Originally posted by Pillin:
Top of my head request would be a way to disable available spells for combat. So that if you dont want your mage to cast the panic spell, you disable that one http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I'd just like to add a further suggestion to the request above. Perhaps you could have two toggles on the list of spells that a mage can cast: one to prevent the mage from casting it, and another to prevent gems from being used on the spell.
If possible, the command script should override the first toggle so that you can force the mage to cast the spell a couple times anyways.
Raz 24
January 23rd, 2004, 08:12 AM
Originally posted by Fire Wraith:
[QUOTE]I'd just like to add a further suggestion to the request above. Perhaps you could have two toggles on the list of spells that a mage can cast: one to prevent the mage from casting it, and another to prevent gems from being used on the spell.
If possible, the command script should override the first toggle so that you can force the mage to cast the spell a couple times anyways. <font size="2" face="sans-serif, arial, verdana">Wy not be able to compile an own lost of spells by using them avavible and the mage would only cast them
taterbill
February 19th, 2004, 05:31 AM
Originally posted by Arryn:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gibson:
Bug: In XP, when something interrupts my session and forces me out (an IM or something), when I tab back in all the graphics are bizarre and I have to restart. Not a huge issue.<font size="2" face="sans-serif, arial, verdana">I run XP and I've not had such a problem. It may be an issue with your video drivers ... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I run in XP too, and I've seen it. To avoid it, instead of Alt-tabbing out, go to Windowed mode (Alt-Enter), then you'll be fine.
GavinWheeler
February 19th, 2004, 10:57 AM
Weeell, I'm sure the massive two-person development team have enough on their plates without strident demands from the audience, but I have occasionally wished we could seperate out the Messages at the start of a turn into categories, such as by having tabbed windows for each Category.
This really sprung to mind while playing Mictlan and having to wade through pages of bloodhunting reports to get to trivial little pieces of information such as the fact that my army had been crushed and the survivors were starving.
So if this were easily doable, suggested categories might be:
Bloodhunting reports
Battle reports
Spellcasting/sitesearching/item forging reports
All other reports (random events, starvation, etc..)
tinkthank
February 19th, 2004, 11:31 AM
I think this was a pre-2.08 thread? Is there some consensus that we stick to this one now?
Well ok, then here goes:
More than anything, I wish for
BUGFIXES:
- "Goto Commander" and "Goto Province" brings you to the correct commander/province in the message
- Flying carpet/ship makes you fly
- Call of the Wild only works in Forest terrain, not everywhere
Well I think there is a long list somewhere else...
Secondly, I would hope for spellcasting improvement (communion master and slave cast on same person, targeting routing armies)
Thirdly, I would gladly greet some of the interface improvements mentioned here, but mostly the one which would let you give / redefine battle orders from the "view commander" window (without having to enter the "t" screen).
Thanks for the great game so far!
Tiltowait
February 19th, 2004, 03:37 PM
I would like to see alternate nation/neutral flag graphics. Maybe a blue glow added. Then, I want to see these flags displayed on the overland map for every province in which I have a commander (hidden or not).
(Edited to change 'unit' to 'commander', I can see units well enough)
[ February 19, 2004, 17:39: Message edited by: Tiltowait ]
KRNVR
February 19th, 2004, 04:43 PM
Originally posted by Tiltowait:
I would like to see alternate nation/neutral flag graphics. Maybe a blue glow added. Then, I want to see these flags displayed on the overland map for every province in which I have a unit (hidden or not). <font size="2" face="sans-serif, arial, verdana">Seconded. RT-clicking a province to find out if I have a stealthed unit there is not annoying, but RT-clicking six or seven in a row, is.
Also Seconded, the request for a 'Lab' map icon.
Here, make them both classy: Take your existing flagpoles, and lean a sword against the left side if I have a stealthed unit in the province, and lean a staff against the right side if I know there's a lab in the province.
(losing control here...)
And give me a clipboard (or scroll and quill) at the base if I'm recruiting units there. Fill it with 'text' if I've used all the local resources.
And I want a SEx-y 'minister' to adjust tax rates down from 100% by one step for every y points of unrest. Here's class: Make me designate who's doing the Minister job, like a Prophet gets designated, and let him do better or worse or whatever, based on his... research ability?
"Your Prime Minister has been seduced by a Succubus, and (set all rates to 0 Last year/absconded with a % of your taxes/given a % of your taxes to the succubus...)"
Gandalf Parker
February 19th, 2004, 04:57 PM
On the messed up grahpics when using alt-tab...
Dont left-click to get back. Do a right-click and choose "restore" from the menu that pops up. I havent had any problems since I got used to doing that.
snowcrash22
March 9th, 2004, 02:59 AM
I'm sure I am breaking like 20 internet laws by bumping an old thread but here goes...
One suggestion.
1) When setting the Spell Script for a commander, have a window or box at the top of the screen listing what you have in the script so far....short term memory loss is danm hard to cope with in a strategy game.
But otherwise absolutely loving this game and clicking "Host" in my dreams...
djtool
March 9th, 2004, 04:26 AM
For spell casters, under the 'cast specific spell' combat script choice, place a box next to each spell that you can check/uncheck to assign the repetoire (sp) of spells your mage may cast.
Replace the 'hold and attack' command with 'hold and attack in X rounds'. Place an up and down arrow above/below the number so that you can adjust it.
in the preferences menu allow the abilty to have a tone(s) played when every person in a network game has played their turn.
Definately a map mod utility...that would be special http://forum.shrapnelgames.com/images/icons/icon12.gif
Make 'blood hunt' a one turn only action.
that's all i can think of atm
Graeme Dice
March 9th, 2004, 04:32 AM
Originally posted by djtool:
[QB]Definately a map mod utility...that would be special<font size="2" face="sans-serif, arial, verdana">In order to be better than using a paint program and the included map editor the map utility would have to have nearly as much work as a full featured paint editor. That's not really feasible.
Make 'blood hunt' a one turn only action.<font size="2" face="sans-serif, arial, verdana">Why on earth would you want this? You certainly don't want to have to go through 20-40 scouts every turn and reassign blood hunt orders to them.
djtool
March 9th, 2004, 05:11 AM
perhaps its because i haven't played a deep game, but i sometimes forget about it and have had the unrest get out of hand.
dzbabi
March 9th, 2004, 09:25 AM
I would like to have the option to set the Magic Sites to AUtodetect or let ANY mage find all Sites.
Uh-Nu-Buh
March 9th, 2004, 03:52 PM
AI--
It would be nice to have a modular combat AI. In the program, different modules are called depengin on whether the player has chosen the commander's general Stance to be offensive, defensive, or support.
Offensive Stance: mages throw fireballs, shards, and other damage spells; non-mages go into personal combat, rampaging among the enemy.
Defensive Stance: mages cast armor, entangle, sleep, etc.; generals lead from way way behind, use bows, or just yell commands from afar--keeping safe, but not very effective.
Support Stance: mages cast bless, heal, morale boosters, berserk spells, etc.; generals actively lend support by boosting morale, leading from just behind their tropps, exhorting them not to rout, turning routs into retreats, adding small bonuses to their troops' abilities (e.g. att, def) depending upon their own leadership skills.
It seems to me that this would be relatively easy to do, and it would solve a lot of the current combat AI proglems. It would also make the enemy AI even more effective.
Arryn
March 9th, 2004, 04:10 PM
A modular combat AI would be even better if it were open to player modding as Paradox has done with theirs (EU2/HOI/Vic).
Chazar
March 9th, 2004, 04:32 PM
A Humanitarian Stance!!!
...as Caelum, I loose most of my feeble troops after the enemy has already routed, since my flyers are following them just to throw themselves into the routing units way, only to be slaughtered! So a switch that would prevent my troops from pursuing, pseudo-helpless, fleeing units would be a big improvement!
I know, most people rather want their enemy dead than retreating to some random province (I support the common request for an ordered retreat if the units are not routing!), but with those mobile but weak Caelum-Troops its usually better to cut the enemy off...
[ March 09, 2004, 14:35: Message edited by: Chazar ]
Slygar
March 9th, 2004, 05:36 PM
My suggestions:
-Battle Speed adjustment
-more precision for all mages, maybe a little for archers
-That splitting of Messages into Groups was a very nice idea, although its probably unworkable due to requiring a GUI redesign. I would, however, like to see a message that told me how my commanders died *in the battle report*, under where it says how many friendly and enemy units died.
Thats all http://forum.shrapnelgames.com/images/icons/icon7.gif
rabelais
March 9th, 2004, 05:50 PM
Support for MP games with more than 500 base creation points, and default on renaming, for scenarios.
universally available zero point base 3 immobile pretenders for each path, so bless effects can be balanced independent of platform.
(pehaps blood and death should be given magic weapon tags (not AP) as part of their level 9 bless effect?)
Rabe the Multilateral
Saber Cherry
March 9th, 2004, 06:25 PM
From the dev/publisher side... and in the interest of popularizing this game and revitalizing the TBS genre...
I still think an in-game tutorial is the #1 most needed item, more important than modding improvements and even bugfixes.
Sindai
March 9th, 2004, 07:11 PM
Just one tiny thing:
Make the shift-Z command (dump commander blood spaves into laboratory pool) effect all gem types. I can't imagine why this wasn't done in the first place, nor figure out any reason why it shouldn't be done now. It greatly helps the micromanagement of building tons of gem-creating items (clams) and has no detrimental effects whatsoever. It also seems fairly easy to code.
Oh, and the oft-requested "do not cast these spells" list on a per-mage basis in combat. This alone would make mages way less frustrating to use as actual battlefield support.
March 9th, 2004, 07:52 PM
An easier way is to just use the pool command in the Lab screen.
Endoperez
March 9th, 2004, 08:21 PM
A "not-cast" list could be useful with a max. of, say, three spells that would never be by the AI. You could of course transfer it with ctrl-#; #, so it wouldn't make micromanaging that much worse. You could still script "fo Breath of Winter", but would not be able to make AI stick with one/ two killer spells for whole battle...
Saber Cherry
March 9th, 2004, 09:13 PM
Originally posted by Zen:
An easier way is to just use the pool command in the Lab screen. <font size="2" face="sans-serif, arial, verdana">Speaking of which, a "Pool All Gems" button would be useful in the main lab screen (not the gem subscreen). That would save 10 clicks per turn, while being easy to add and without adding clutter...
(the 9 clicks: 1 click to get into the gem screen, 1 for each gem type, and 1 to get out, minus one click because all those clicks were replaced by 1).
And of course it's been said before, but the ability to "Pool To Commander" - move all gems / slaves in a province to a specified commander - would be incredibly useful and save maybe 5 minutes per turn.
z0dd
March 9th, 2004, 10:12 PM
Let it be known, I'm a new player awaiting the delivery of the full game.
- VCR-like combat controls
- A way to see who you are at war with (already exists?)
Sindai
March 9th, 2004, 10:16 PM
Originally posted by z0dd:
- A way to see who you are at war with (already exists?) <font size="2" face="sans-serif, arial, verdana">You're always at war with everyone. Occaisionally the AI sends a message saying they "declare war" on you, but that usually just means they'll start actively attacking you, and the AI can certainly attack without doing that first.
Nethog
March 9th, 2004, 10:38 PM
Here's a "noob's request list" (please excuse me if some of this stuff is already in 2.08 but I missed it because I'm too much of a noob):
- strategic map icons for labs, magic sites, and hidden leaders.
- additional strategic map overlays to show: PD setting, magic site search levels (i.e. show these on the map simultaneously for all relevent provinces). I know that the nation overview (F1) shows these however I think it is very useful to see these in a spatial representation.
- battle screen - mouse-over names of spells cast gives detailed description of what spells do (right now I am using the on-line Grimoire and then looking up the spell in the manual, only to find that the manual has a very vague description of spell effects in many cases)
- battle screen - somehow indicate squad-level morale loss
- army-setup screen - list all spells castable by any mage, as well as list detailed spell descriptions. Icing on the cake would be to control which spells can be cast by your mages.
- message summary - I would like to be able to cancel the little mini-map window that you see after selecting "view battle" and return to the message list. Why? I prefer to find out battle results by watching the battle replays first before going to the strategic map - I find it more suspensful this way.
- Messages - I am pretty sure that when I assign a mage to search for magic sites in a province and the message window indicates "no sites were found" that sites sometimes DO appear in that province. Perhaps it was a site with zero path requirements. There should be a message for this case.
- Start a new game or load an existing game without exiting and restarting Dominions!!
- After creating a new god have option to go immediately to create new game, start with pick map (i.e. to see recommended # of nations, and THEN go to pick nations screen with the god you just created PRESELECTED as HUMAN.
- Message when an already preaching holy unit no longer has an effect.
[ March 09, 2004, 20:43: Message edited by: Nethog ]
st.patrik
March 9th, 2004, 10:44 PM
Wow - what a great amount of suggestions. If anyone is willing/able to distil the suggestions down to succinct bullet points I will steal them and put them in the big wishlist thread (which hasn't been updated for a while).
BTW If anyone's interested in checking out that huge list of suggested changes I mentioned click here (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=74;t=001152) [you'll have to go to the third page to get the actual list]
*N.B. - not trying to take over this thread or anything - keep the suggestions coming http://forum.shrapnelgames.com/images/icons/icon7.gif *
[ March 09, 2004, 20:46: Message edited by: st.patrik ]
mivayan
March 10th, 2004, 02:25 AM
(posted the idea in another thread earlier but this is a better place for it)
I wish the ai would never override my choices of spells to cast for the purpose of saving gems when I am storming an enemy castle. The reason is that a few enemy mages that my big army could easily kill on an open field, are much harder to kill when the castle walls block access. And defensive spells with a gem cost are sometimes very usefull against the arrows from the castle.
The gem-saving ai should still be active for the defender of the castle to prevent it from wasting gems on a single attacking scout.
Torvak
March 10th, 2004, 02:42 AM
I'd like
- a key to go to the next province in the editor. No "ctrl + something" but an easy accessible like space.
- More documentation or at least a list of all modding commands would be useful.
- monthly forging
- lab symbol on the map
- switchable (magic site) search numbers on the map
- info why scripted spells were not cast
Chazar
March 10th, 2004, 06:56 PM
Originally posted by Nethog:
- Start a new game or load an existing game without exiting and restarting Dominions!!<font size="2" face="sans-serif, arial, verdana">You can do this: Hit "End Turn" and then "Exit" instead of "Hosting". Brings you back to the main menu...
...although I admit that I only write this here since I am so happy that I finally found that one out. I was really annoyed by all those restarts... http://forum.shrapnelgames.com/images/icons/icon7.gif
Nethog
March 11th, 2004, 06:36 PM
Originally posted by Chazar:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nethog:
- Start a new game or load an existing game without exiting and restarting Dominions!!<font size="2" face="sans-serif, arial, verdana">You can do this: Hit "End Turn" and then "Exit" instead of "Hosting". Brings you back to the main menu...
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Chazar - THANKS! http://forum.shrapnelgames.com/images/icons/icon7.gif
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