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Old December 6th, 2004, 12:48 PM

kukimuki kukimuki is offline
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Default Re: concrete proposals for visibility of rules

Intuitive rules are nice as long as they don't become non-intuitive. In addition to some game rules that are non-intuitive by their main idea, some rules cause non-intuitive behavior in exceptional situations. I guess numerous cases are widely known, saving me the trouble of giving examples.
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Interesting that people are so afraid of slight improvements to combat scripting. If done within limits of reason, imho it would make scripting easier (reduce micromanagement) + cause more natural behavior on the battlefield (reduce the cases when some troops do something no sane person would do). Btw i am not talking about long scripts with 1000 conditionals, but 1..3 command scripts that would do most things a casual player needs, rather.
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For forging there could be a screen that shows items that can be forged by all free commanders in the town with a lab (maybe even all labs), and dwarven hammers that are available. Dwarven hammers could be assigned to items, not commanders. If the commander who would need to do the forging is not "free" (i.e. it is assigned some non-forging task), it could still show the item in gray (but not enable to select it (unless you appropriately change the order for the commander, of course). Motivated by the fact that (as far as i know) it should make no difference if forging tasks were assigned to appropriate commanders automatically.

A more complicated Version could be that, in addition to the above, you could select what orders don't enable the commander to forge and what can be changed automatically. I guess no one would want 'move' orders to change automatically, while 'preach', 'patrol', 'blood hunt' and 'research' might often be less important than forging if no other commander has the magic skills.
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I greatly second to the idea of showing condition of castle gates. Sorry for saying no new info, but i couldn't help it.
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