View Full Version : Improving Independents
NTJedi
July 26th, 2006, 08:07 PM
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.
Argitoth
July 31st, 2006, 03:28 AM
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.
NTJedi
August 1st, 2006, 05:21 PM
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.
SafeKeeper
August 2nd, 2006, 04:46 AM
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.
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.
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.
Folket
August 2nd, 2006, 06:08 AM
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.
Agrajag
August 2nd, 2006, 07:50 AM
Maybe make it so an independant province automatically recruits as much PD as its income allows it?
vanedor
August 2nd, 2006, 09:03 AM
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...
Folket
August 2nd, 2006, 09:08 AM
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.
NTJedi
August 2nd, 2006, 07:25 PM
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.
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. http://forum.shrapnelgames.com/images/smilies/wink.gif
Valandil
August 2nd, 2006, 08:52 PM
I'd be more worried about the non-humans than Ermor. Well, BE Ermor that is.
Folket
August 3rd, 2006, 04:54 AM
Well, of course the flee in battle, who wants to die in vain. But if they would flee to a neighbouring province they would really desert thier family. Now they just submit to the new rule.
I do not think of independents as ramparting armies but people who just defend thier freedom.
And I do not know where NTJedi wants to come with his post.
Sandman
August 3rd, 2006, 04:55 PM
I've always found it a bit odd that a province with virtually no resources can field dozens of heavy cavalry...
Gandalf Parker
August 3rd, 2006, 06:53 PM
They had years to prepare for you. http://forum.shrapnelgames.com/images/smilies/happy.gif
Its the replacement troops which should be realistic
SafeKeeper
August 3rd, 2006, 09:54 PM
Well, of course the flee in battle, who wants to die in vain. But if they would flee to a neighbouring province they would really desert thier family. Now they just submit to the new rule.
Actually, they get massacred.
And in real history, there are actually some accounts of people not led by Pretender Gods waging wars, trading, moving troops, co-operating, etc. You may remember this guy "Stalin"?
(Teasin')
Edi
August 5th, 2006, 07:31 AM
I've had some suggestions for a long while. Having independents act as if it were an extra nation with regard to events like barbarian invasions and having indie provinces recruit more troops. Possibly even committing incursions against a nation that starts looking too threatening.
Edi
NTJedi
August 16th, 2006, 06:37 PM
Edi said:
I've had some suggestions for a long while. Having independents act as if it were an extra nation with regard to events like barbarian invasions and having indie provinces recruit more troops. Possibly even committing incursions against a nation that starts looking too threatening.
Edi
All excellent suggestions... currently in Dominions_2 independents are couch potatoes which commit suicide after fleeing battle. It's okay the way it is now, but any of the suggestions in this thread would definitely make them more interesting.
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