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October 17th, 2006, 01:27 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
Thanks: 14
Thanked 17 Times in 14 Posts
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Re: Patch Improvements
I support:
6 (i'd like a command like "cast spells without to use gems"), 8, 10, 14 (or atleast target all provinces that arent a capital, i noticed that conquered provinces are almost never searched, and i dont think the AI did it [ or let me know what the AI already searched in that province ] ), 15, 16 (maybe to deactivate priest spells non mage/priests or vice versa), 22.
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October 17th, 2006, 02:02 PM
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Sergeant
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Join Date: Oct 2006
Posts: 238
Thanks: 0
Thanked 11 Times in 3 Posts
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Re: Patch Improvements
This is a big thread, so I might have missed it.
For an additional victory condition, I'd like to see a research win. Where you research all paths fully, and then spend an obscene amount of gems and bloos slaves from all paths to cast a spell that ascends you into godhood after a certain amount of turns. Like building the spaceship in Civ 4.
Or something to that effect.
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October 24th, 2006, 06:32 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
Posts: 488
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Patch Improvements
Desire: 1,2,5,6,7,8,9,10,11,13,14,16,17,25,27,32,43,47,51, 56,57.
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October 24th, 2006, 09:33 PM
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Sergeant
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Join Date: Aug 2006
Location: Near Allentown, PA
Posts: 371
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Patch Improvements
A simple interface improvement is all I'm ready to suggest now, as my Dom experience is limited to DOM 3 and I'm still learning.
When you check the spells that you're considering having a mage cast, your gems are shown at the top, but they quickly scroll off the screen. It would be useful to sticky them, so you don't have to scroll back up and recheck your stockpile.
Also, a link to the alchemy screen from the spell list wouldn't be a bad idea. It would save some clicking.
__________________
"You're never more vulnerable than when you have both hands wrapped around your opponents throat." -Ubercat
"I'm not convinced that faith can move mountains, but I've seen what it can do to skyscrapers." -William H. Gascoyne
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October 25th, 2006, 04:06 AM
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Lieutenant Colonel
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Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Patch Improvements
When forging an item using a commander with a forge bonus, the gem cost for the item shown is the base cost, not the cost after applying the forge bonus.
For example, if my smith has a forge(25) bonus, and I order him to forge something, and I look through the items list and I see "sword of spaghetti" its' gem cost is shown as 5 Earth gems. This, I presume, is the base cost, and the actual cost to me to forge it would be 4, due to the forge bonus.
Most of the time, the game is great at showing values with all the modifiers applied, but not in this case. Can we get this changed?
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October 25th, 2006, 05:08 AM
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Corporal
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Join Date: Mar 2006
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Patch Improvements
I'd quite like the list of godly names to be moddible. Idealy with no built in names.
Titles will be devided into requirements and title. A requiremnt can be any of the following:
Minimum skill in a magic path(s)
Gender
physical body
Dominion scales.
Boolean operators should be supported, e.g. Growth > 0 OR Nature > 2
The title can be simple.
King of Air.
or by useing brackets () you can have a comma seperated list and one word will be selected randomly.
(King, Lord, Prince) of Air.
And if you have a secondary bracket [] inside the first bracket you can make it chose between two lists based on requirements. The first list that passes will be selected.
([male: King, Lord, Prince] [female: King, Lady, Princess]) of Air.
If you use {} instead of () then rather than choseing the first list that passes it randomly selects a word from any list that passes. If there are no [] brackets then () and {} are interchangeible.
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December 8th, 2006, 10:01 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Patch Improvements
UPDATED: 12/8/2006 Updates added, soon starting #461454 on page_12, eventually everyones request will be added.
Sorry for the delay... was busy getting a promotion at work.
__________________
There can be only one.
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December 8th, 2006, 11:36 PM
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Private
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Join Date: Oct 2006
Posts: 15
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Patch Improvements
1.Include Province numbers on all messages that use province names.
2. Always have a way to go to the province referred to in messages.
3. Hilight the new magic sites on the province status screen each turn.
4. Have the monthly orders check for duplicate orders so you can assign more than one mage of type to search for magic site.
5. Add a print map function that includes the province number in the printout
6. For us data freaks... an export command .. for province info and current messages
7. Include messages for all commanders that are killed by causes other than battle . I still feel that I have commanders just disappear off the map. I assume some catastrophe has occurred (lightning strike, assasination, succubus) but I never know for sure.
8. Show recruitable commanders on the status screen. maybe an icon for your default fortress recruits but specific listing of others especially unique mages.
Its awful to come back to a province 6 moves after you conquered it and discover or rediscover that it has a unique mage available.
9. Show the name of the saved game somewhere on exiting. Its a drag trying to remember which game you were just playing if there are a bunch of them on your continue game list.
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