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November 3rd, 2003, 10:58 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by Nerfix:
More of a question than an issue:
If an Astral mage runs out of script, will he go on self-boost frenzy a la Dom I? I can swear i have lost countless of batless in Dom I because of the spell AI casting (unneeded) Twist Fate, Astral Shield and Body Ethereal instead of Star Fires, Soul Slay or Stellar Cascades.
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I'm not sure, but I know that mages are cowards 
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November 3rd, 2003, 11:18 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: Impartial MASTER LIST of issues/problems
Quote:
Originally posted by Kristoffer O:
quote: Originally posted by Nerfix:
More of a question than an issue:
If an Astral mage runs out of script, will he go on self-boost frenzy a la Dom I? I can swear i have lost countless of batless in Dom I because of the spell AI casting (unneeded) Twist Fate, Astral Shield and Body Ethereal instead of Star Fires, Soul Slay or Stellar Cascades.
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I'm not sure, but I know that mages are cowards Yeah, but it gets annyoing with 125 Hp Pretenders that have decent equipment y'know?
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 4th, 2003, 01:00 AM
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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: Impartial MASTER LIST of issues/problems
Good suggestions Saber - I'll update the list tomorrow because I'm overwhelmed right now.
Truper: Thanks 
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November 7th, 2003, 02:05 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Impartial MASTER LIST of issues/problems
*bump*
Remember, if you want your issue addressed, put it here!
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November 8th, 2003, 05:57 AM
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Sergeant
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Join Date: Oct 2003
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Re: Impartial MASTER LIST of issues/problems
These are the issues I would like to see addressed in the short term:
1. Increase evocation accuracy on the battlefield - Fire in particular looks silly in the hands of Abysian mages and they arn't killing their own guys. Decrease the damage dealt to maintain balence.
2. Change strategic moves to 2 for HI and have the cost of moving through difficult terrain provinces as 1 for LI and 2 for others.
At present LI move faster than HI in the open but the same speed in the rough. Changing this provides an extra role for LI in holding areas of provinces with rough terrain and makes more sense.
3. Fire and Retire orders which when used for LI/LC allow them to avoid combat with slower troops by retiring behind their main battleline (ignore troops on guard commander for this calculation).
4. The first 20 LI/LC in a province do not count against supply due to their role as foragers.
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Concerns with balence should generally await the full game - although Blood of humans seems a bit weak for Abysia.
Bless effects may need tweaking but do not seem to be weak in general.
cheers
Keir
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November 8th, 2003, 10:52 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
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Re: Impartial MASTER LIST of issues/problems
Ok, here's the updated Version of the list. I've added Saber and Keir's suggestions. Check to make sure they're right.
Keep on posting here as a central place where the devs can tell at a glance what people want changed - this way it is really convenient for the devs, since they don't have to comb through all the threads to find each suggestion. Feel free to include links to the threads which talk about the suggestion in more detail.
1. Tweaks/Easy changes to implement
• Darker colours/textures in unit displays [to make sprites easier to see/look better]
• Alignment of stats in unit info screens [i.e. in a column]
• Pre-made pretenders for new players
• New player 'get started' guide
• Quick start game for new players
• End/quit/save/host button remake [so that 'end turn' takes you directly to next turn]
• Bless effects displayed when creating a pretender's magic
• Actual effects of scales explained when creating a pretender's scales
• Line between commanders and regular units in recruitment screen
• Titles in recruitment screen for unit section and commander section
• More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.)
• Able to quit battles using ESC
• When selecting commander from F1 screen, have the commander be highlighted when it jumps to him
• X axis labeled in score overview graph
• Message in top left when Commander is killed in battle
• When you win/lose a game, instead of exiting the program, get brought back to main menu
• Show undead and magic leadership in unit info screen (e.g. 25/0/10)
• Soldiers with "guard commander" orders fire missiles if a target is within range
• Link from nation overview (F1) to recruitment screen in each province
• Show resource usage in nation overview [so that you can see at a glance which provinces aren't being used to their full potential]
• Warning colours in nation overview (e.g. red for supply usage when higher than supply availability, etc.)
• Allow finer adjustment of map richness levels
• Add "Cast Monthly Ritual" to commander orders list
• Increase accuracy of Evocation spells - if necessary reduce damage to balance
• Change strategic move to 2 for HI and increase the 'cost' of moving through difficult terrain for HI [net effect: LI can move through difficult terrain quicker than HI]
2. Additions of relatively minor features
• Battle results (i.e. list of casualties) when storming a Castle
• '?' accessible on main menu (i.e. as a button)
• Research point 'lock' for schools of magic
• Random nation AI opponents
• Map and Scenario triggers [not sure where this was mentioned]
• Ability to rename commanders, or at least add epithets
• Enhanced start (starting with more than one province)
• Ability to close screens without having to scroll down or press ESC (e.g. Windows-style [x] or 'Exit' button below instead of at the end of scroll-lists)
• Names of units in addition to icons in recruitment/deployment screens
• Detailed breakdown of mixed squads in deployment screen
• Detailed lists of losses (most importantly commanders)
• Right-clicking commander in main screen gives you list of troops under his command
• Build queue for commanders (even though there is only one recruitable per month)
• Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen
• Build queue doesn't charge you for units which won't be built that turn
• Ability to turn off pre-battle zoom animation
• Number of local defense force killed show up on battle report (even though they're automatically replaced)
• Ability to enter new subscreen (F1, recruitment, etc.) without ESCaping out of the current one
• Hostile borders different colour than province borders within your nations [don't know if this is possible]
• Prevent redundant site searching [or have a message like the "preaching cannot be used to raise the dominion of this province any higher" message]
• When game ends prompt for deletion of game file
or
• When game ends, automatically delete game file
• Ability to toggle on/off battle grid in squad positioning screen
• New Command for missile units: Hold or Fire
• Keyboard selection (hotkeys or something else) for every command available with mouse
also including:
• Keyboard command to select next commander within province, even if he already has orders.
• Ability to scroll lists with arrow keys instead of mouse
• Keyboard interface for research screen
• Keyboard command to cycle through friendly provinces
• Expanded gem-transfer screen, showing more than 2 commanders
• Label in nation overview identifying province types [feudal, amazons, etc.], and therefore the troops recruitable there
• Ability to cycle through recruitment screens without exiting to main map
• Add separate gold richness and resource richness settings for new games
• Add tactical "Cast Support Spells", "Cast Summon Spells", and "Cast Attack Spells" commands
• New unit command: Fire and Retire. missile units fire a couple of rounds, then retreat to behind the main battle-line
• Supply bonus for a certain number of LI/LC - in accordance with their role as foragers
3. Additions of relatively major features
• SP diplomacy
• Increased battle replay functionality (various speeds, etc.)
• Ability to store more than one god for each nation
• Modability
• Search function for items on commanders
• Battle Sim
• Enabling/disabling spells [being able to indicate which spells your mage should pick from]
• Translucent filters for map instead of icons (for dominion strength, production, province defense, etc.)
• Rework of province defense
4. Balance considerations
• Improve Strategic AI
• Bug fixes
• Less focus on supercombatants
• More regrowth possibilities / less emphasis on population death
• Greater 'bless' effects [e.g. starting at an earlier level (lvl 3?), increasing exponentially rather than by addition (1,2,4,8 vs. 2,3,4,5), magic cheaper in general, etc.]
• Reduce effectiveness of artillery-like spells (esp. in hostile dominion), or provide counters
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November 12th, 2003, 02:45 AM
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Corporal
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Join Date: Oct 2003
Location: Rochester, NY
Posts: 75
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Re: Impartial MASTER LIST of issues/problems
This thread seemed to slow down, so here is some fodder:
1) compress trn files for Online play. In a big game, the files can be over half a meg, and this sucks for modem players/overseas connections!
2) Allow changing pretender in design screen (right now you choose once, and then you have to start over if you want change from a GM to a BoF)
3) Research estimate in recruit screen should reflect research with current drain scale
4) In enemy/indie province screen, link unit names to description (even if it is just generic).
5) In battle screen, link spell casting notification to spell description
6) Special Guard commander order "Surround Body Guard":Auto position body guards encircling the commander
7) prevent blood slave harvesting in provinces where no chance exists to get slaves (pop too low), and show estimated blood harvest for each mage (ie command would be "Blood Hunt 3.2" for a mage who would find on average 3.2 slaves per turn under these circumstances)
8) Combine Blood Harvest reports into one, linking to each commander
9) new Order in map screen "Collect Gems/Slaves" - collects all the gems/slaves held by any commanders in a province, and gives them to the selected commander (Note: this is very important for "blood ferries" - usually scouts that go to a province where mages are gathering blood, and collect them up and return them to a lab. This is the most cash efficient way to run a harvest, and right now is tedious beyond belief. I stopped blood harvesting in Dom1 because of it, and likely will in Dom2 also).
10) When using the "N" key to cycle through commanders and a commander in a group gets selected, select the whole group of commanders. Currently Groups are made, but then with the N key you only get the first commander in the list, and so have to select him again with the mouse to get the group.
11) New battle order "Hold or Cast Spells"
12) When a magic site is found, include the level required to find it in the site info window. Rarity would be nice too
13) Show actual adjustments to stats from fatigue (ie 0 defense, half armour, etc)
[ November 12, 2003, 00:50: Message edited by: geo981010 ]
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