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  #1  
Old September 28th, 2003, 04:20 PM

Mortifer Mortifer is offline
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Default Re: What did I missed from Dom I.? -> DIPLOMACY!

Nerfix, you can NOT abuse a well scripted diplo AI. Do not think about civ3. As I said the diplo system is good there, but the diplo AI is far from good, that is why you can abuse it!
A good diplo AI will 'think' just like the battle AI. AI and AI will sign treaties as well, do not forget about that. I remember when I played with RotK, sometimes I had a huge 4 allied AI team on me, and on my allies. There were lot of options to please the AI, like giving gold, marriage, etc. but lot stuff decreased the value of your relations, example: You attacked an AI A, and AI A was peaceful with the AI B. Than AI B begin to hate you, and you cannot make him friendly just by gold and items, you were forced to stop the war etc.
As I said, it CAN be awesome, and raise the value of the gameplay greatly, if its scripted properly! We all know that the Illwinter team can script very well, so...

[ September 28, 2003, 15:22: Message edited by: Mortifer ]
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  #2  
Old September 28th, 2003, 04:43 PM

MStavros MStavros is offline
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Default Re: What did I missed from Dom I.? -> DIPLOMACY!

I would like to see a nice diplomacy system + AI. If it is possible....if no...oh well.

[ September 28, 2003, 15:43: Message edited by: MStavros ]
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  #3  
Old October 15th, 2003, 04:59 AM
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Default Re: What did I missed from Dom I.? -> DIPLOMACY!

I hate chiming in late, but this is a major issue for me as well. I really hope that Illwinter will put some diplomatic functionality into the game eventually.

It is my understanding that in Dom II that gateway and other movement spells now only work between labs. This means that in multi-play you will have to attack the person next to you even if that is a bad idea. In Dom I if there was a clear leader, the smaller nations could negotiate some level of cooperation to further their interests. In Dom II if there is no way to cross anoter nations area, and the movement spells are gone, it will reduce diplomatic options even lower than Dom I.

Even if "there can be only one" it still stands to reason that nations will cooperate when it's in their best interests. By affording no diplomatic options IW is limiting player interaction, and player interaction is half the fun of multi-player.

I like seeing more options, not less. A good diplomatic system would do nothing but enhance the game. Players could always turn it off if they didn't like it.
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Old October 15th, 2003, 05:31 AM
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Saber Cherry Saber Cherry is offline
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Default Re: What did I missed from Dom I.? -> DIPLOMACY!

Quote:
Originally posted by apoger:
It is my understanding that in Dom II that gateway and other movement spells now only work between labs.
Thank goodness... I only had the demo, so never got gating spells, but every time I read about them being used, it sounded like it removed the strategy from the game (other than, research a gating spell ASAP).

I agree about Diplomacy, too... free movement and formal peace treaties would be nice... SP diplomacy would be a huge bonus, too.

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Old October 15th, 2003, 09:50 AM

Mortifer Mortifer is offline
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Default Re: What did I missed from Dom I.? -> DIPLOMACY!

Quote:
Originally posted by apoger:
I hate chiming in late, but this is a major issue for me as well. I really hope that Illwinter will put some diplomatic functionality into the game eventually.

It is my understanding that in Dom II that gateway and other movement spells now only work between labs. This means that in multi-play you will have to attack the person next to you even if that is a bad idea. In Dom I if there was a clear leader, the smaller nations could negotiate some level of cooperation to further their interests. In Dom II if there is no way to cross anoter nations area, and the movement spells are gone, it will reduce diplomatic options even lower than Dom I.

Even if "there can be only one" it still stands to reason that nations will cooperate when it's in their best interests. By affording no diplomatic options IW is limiting player interaction, and player interaction is half the fun of multi-player.

I like seeing more options, not less. A good diplomatic system would do nothing but enhance the game. Players could always turn it off if they didn't like it.
What should I say? I agree!
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  #6  
Old October 15th, 2003, 02:02 PM

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Default Re: What did I missed from Dom I.? -> DIPLOMACY!

Yer, I love this idea too! Please add some kind of diplomacy with a later patch! Hrm, if the AI will be good enough to work with it perfectly.
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  #7  
Old October 15th, 2003, 02:17 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: What did I missed from Dom I.? -> DIPLOMACY!

Quote:
Originally posted by apoger:

It is my understanding that in Dom II that gateway and other movement spells now only work between labs.

I like seeing more options, not less. A good diplomatic system would do nothing but enhance the game. Players could always turn it off if they didn't like it.
I spoke toward diplomacy early, often, and loudly. It doesnt even have to be extensive. How about if the AI could be affected by gifts and bribes? If Ulm is between me and Ermor then I send him the bags of wine and herald lances he needs to defeat Ermor. I do that now. It would be nice if it put a few points on the side of his NOT deciding to start a war with me.

Im also for more instead of limiting options. Im disturbed to hear that about transport spells. ALL transport spells or just the army ones? If its all of them then it does major damage to some of my favorite strategys for some of my favorite races. Not so much in attacking but in setting up multiple hot-spots all over the map. Scouts find a weak corner, call wind or wild there to take the province, setup castle/lab/temple in a good spot in that area. Rinse and repeat. There are ways to get a mage or priest somewhere besides the early transport spells but it will slow things down terribly for races that already have enough problems (or did in Dom 1)

[ October 15, 2003, 13:17: Message edited by: Gandalf Parker ]
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