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September 29th, 2003, 08:31 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
Posts: 1,162
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Re: suggestion about commanders
I think I agree with Vger about buildings - the focus of dominions is not building and I kinda like it that way - I think having more buildings would confuse genres
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September 29th, 2003, 08:33 PM
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BANNED USER
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Join Date: Jul 2002
Location: Budapest, Hungary
Posts: 410
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Re: suggestion about commanders
Uh? You call a little upgrade - economy?! Or you call that civ like? Eh? Kinda odd if you call a castle upgrade like that...
Anyways I can live without it, but it would be cool to have.
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September 29th, 2003, 08:34 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: suggestion about commanders
Well, duh.
This is Illwinter's call.
I still say it's stupid that "civilised" nations can't cross sea provinces!
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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September 29th, 2003, 08:36 PM
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BANNED USER
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Join Date: Jul 2002
Location: Budapest, Hungary
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Re: suggestion about commanders
Well, I agree, ships would make more sense, but its ok if we wont have them.
However formations would be awesome, thats for sure.
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September 29th, 2003, 08:50 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
Posts: 1,162
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Re: suggestion about commanders
There is the magical item 'Pocket Ship' which enables you to sail over ocean provinces in much the same way Vanheim does (at least according to the manual).
If you think about oceans being pretty big it kinda makes sense that most nations can't sail on them. The technology involved in ocean-going ships is not something I'd expect Abysia (for example) to have - whereas small boats I think are reasonable for everyone to have, which is why you can go short distances from island to island without needing a special ability.
It also makes sense of why two nations sailing over the same sea wouldn't bump into one another - you can't exactly keep scouts all over the ocean to warn you of incursions. [of course under sea is different - outlying kelp villages, etc.]
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September 29th, 2003, 08:50 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: suggestion about commanders
I'm completely OK with Dominions II the way it is... The lack of ships just constantly jumps straigth to my face... But i agree that formations would be awesome.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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September 29th, 2003, 09:12 PM
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Corporal
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Join Date: Jan 2001
Location: Dallas, TX
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Re: suggestion about commanders
Guys,
Formations would be very taxing to the AI compared to the current battle logic. What we need is a borgMod; Dominions 2 strategic map with a call to Total War for the battles. Then you could run your own formations. (flashback; who remembers the game Breach? It had some kind of two-game integration) Now ‘all’ we need is an interface application to move the data and a complete rework of TA to model the monsters and magic.
Sea Battles would really need two phases; ship to ship and boarding. Look how Port Royal handles this; the boarding is all AI (no ability to watch anything but the numbers of sailors per side) while the ship to ship continues. This would drive my crazy; not seeing my boarding operation succeeded (or fail) while I sail around firing arrows and fireballs.
I would like to hear what Illwinter wants to do with Dom III before I have any suggestions. I trust these guys to make games that I like to play already.
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