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March 18th, 2004, 10:34 PM
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Major General
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by NTJedi:
Almost always I play the large maps of 350 provinces or more.
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Huge epic maps are always the way to go. Gotta have the huge epic maps. It just doesn't feel like conquering the world when the world is a puny little island.
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March 18th, 2004, 11:11 PM
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Private
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by Norfleet:
quote: Originally posted by NTJedi:
Almost always I play the large maps of 350 provinces or more.
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Huge epic maps are always the way to go. Gotta have the huge epic maps. It just doesn't feel like conquering the world when the world is a puny little island. I find (at least with Dom1) that huge epic maps take way too much time and micromanagement to finish out, especially once its obvious that you'll win. With the 40-turn demo limit, it's hard to get a feel for how much better Dom2 is in this regard than Dom1. How does the micromanagement in Dom2 compare to Dom1?
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Thy Kingdom come, Thy Will be done, on earth as it is in Heaven.
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March 18th, 2004, 11:19 PM
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Private
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by Johan K:
quote: Originally posted by Harmonist:
BTW, do mods work in the demo?
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No. Thank-you, Johan, for your comprehensive reply. Did you get a chance to read the email I sent a few days ago (Heavensong mod)?
Peace,
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Thy Kingdom come, Thy Will be done, on earth as it is in Heaven.
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March 19th, 2004, 12:47 PM
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Sergeant
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Re: Scout-triggered Wars and Longest Game
The micromanagement is still there, but its gotten a lot better since Dom I. First off, you don't have to manually tax your provinces anymore to remain competitive - excess taxes of more than 100% seldom make sense anymore.
Second, the leader-overview helps you finding lost scouts quickly without having to go through all provinces on the map.
Third, the provinces now thankfully remember the paths of magic you used to search them. No more tedious excel-tables running in the background...
Helps a lot to tone down micromanagement. And you can store orders for leaders, you can assign a bunch of mages to cast rituals with two mouseclicks, and a lot of other nice features that drop down the micromanagement to bearable levels.
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Shut your mouth, it could open your mind! - from Skyclad's On With Their Heads!
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March 20th, 2004, 02:20 AM
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Corporal
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Re: Scout-triggered Wars and Longest Game
And don't forget the life saving (or at least time saving) 'N' key, which scrolls through all commanders on hide or defend orders!
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Currently playing: Dominions 2, World at War, Painkiller
Looking forward to: Allied-German War, Dominions 3
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March 20th, 2004, 08:27 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Scout-triggered Wars and Longest Game
Quote:
Originally posted by Harmonist:
quote: Originally posted by Johan K:
quote: Originally posted by Harmonist:
BTW, do mods work in the demo?
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No. Thank-you, Johan, for your comprehensive reply. Heehee. Johan K is the programmer for Dom2. Like many programmers his responses to Users tend to be... umm.... efficient. Like good code. He does better than alot of the programmers Ive worked with.
Kristoffer O is a teacher and does most of the nation/unit designing. His responses tend to be more involved answers. Johan O (his brother) can be counted on for ongoing conversations.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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