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September 29th, 2003, 03:40 PM
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Re: suggestion about commanders
You have some cool ideas there, Klaus!
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September 29th, 2003, 03:45 PM
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Re: suggestion about commanders
Good ideas actualy.
Siege engines and ships would be nice...
Maybe in Dominions III...
[ September 29, 2003, 14:47: Message edited by: Nerfix ]
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September 29th, 2003, 03:49 PM
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Re: suggestion about commanders
Ships are a very good idea, and siege engines as well!
Upgrade the castle.....mmmmm...would be sweet!
Perhaps there should be like 5 upgrade options for all designs! 
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September 29th, 2003, 03:52 PM
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Re: suggestion about commanders
*brainstorming for Dominions III begins*
[ September 29, 2003, 14:52: Message edited by: Nerfix ]
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September 29th, 2003, 03:58 PM
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Re: suggestion about commanders
Quote:
Originally posted by klausD:
Thanks alot for the good answers. Looks like the game will be a good one.
Just to post some "wishes" I would love to see in dominion.
-sea battles with ships (underwater battles are very fine, but I am a ship lover and up to now no empire building fantasy game has a good tactical solution for ship combat)
-user can name terrain features (rivers, forests etc)
-improvements of fortifications (more towers, better walls or similar)
-ablility to build some economic improvements (not many but some) in a province - resource mines, mills etc.
-more orders for units before battle begins. For example wedge orders for kavallery squads or turtle for well trained heavy infantry. (would look very dynamic if 20 Black Lords are rapidly engaging in a wedge formation...)
-siege machines (maybe they are already in Dominion II, but I miss them in Dom I Demo)
-a dimension like the spirit dimension in MOM
I have it already recommended Dom to some gaming friends of mine. (at least we will buy dom II)
by
KlausD
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Ship and sea battles where are not included because we thought it would be odd mixing it with the underwater nations, it also would require a new tactical combat.
There are no more economic or building improvements by design, dominions focuses on war and research. I myself do not like MOO, Civ or MOM like city building.
Formations are difficult to implement at this stage, especially if they are to have an effect such as shield walls or testudoes adding to missle protection.
Sieges machines are not implemented because illwinter believed that they were not a major features of field battles, and in sieges the sieges engines are abstracted. There are however sappers and siege engineers in dom2, the ´game mechanics of these is that they give a siege bonus, this is the abstract way of representing them building siege engines and underming walls etc. There is also a new siege Golem.
If you want a spirit dimension you can create it by parting the map into different sectors and setting gateway provinces as neighbours. See Kristoffers map Hollow world as an example of this. It is downloadable from the illwinter site.
[ September 29, 2003, 15:01: Message edited by: johan osterman ]
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September 29th, 2003, 04:00 PM
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Re: suggestion about commanders
Siege Golem?
Oh my...
Well, i'm happy with Dominions (II) the way it is.
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September 29th, 2003, 04:32 PM
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Re: suggestion about commanders
Many thanks for your reply.
Quote:
Ship and sea battles where are not included because we thought it would be odd mixing it with the underwater nations, it also would require a new tactical combat.
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I am not sure if this would be so odd. Just imagine some chtulhuoids appearing suddenly from deep sea and attacking a full equipped war fleet. Interesting scenario I would say. Of course some new rules adjustments for such engagments would be necessary.
Quote:
There are no more economic or building improvements by design, dominions focuses on war and research. I myself do not like MOO, Civ or MOM like city building.
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I agree. But I did not suggest the full range of hundreds of buildings etc like in CIV. Just add 4 or 5. (eg. a mill for income, a mine for resource value, a second fortification type etc. this would be enough I think, without burdening the game with many unnecessary buildings)
Quote:
Formations are difficult to implement at this stage, especially if they are to have an effect such as shield walls or testudoes adding to missle protection.
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Its not necessary to let formations have some big historic impacts. Formations could just be a +1 to attack, prot, or defend. This should not imbalance the game. I was only suggesting it because of the big picture and for giving the player the possibility to watch in 3D combat a horde or a trained "roman style army". (would be great just for athmospheric feeling) Now its so that every army is somewhat moving around "undisciplined" in combat mode, which is fine for barbaric hordes and trolls etc. but not for ULM or similar armies.
bye
KlausD
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