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February 22nd, 2004, 03:33 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
Posts: 2,487
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Re: Wish List
Hey, all I know is what I was told when I was editing the darn things.
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February 22nd, 2004, 11:15 PM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: Wish List
I'd like to see the resource-sucking effect of fortress admin only apply to unused resources. So you could still build units in provinces with two adjacent fortified cities.
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February 23rd, 2004, 05:04 PM
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Sergeant
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Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
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Re: Wish List
Here's a completely fluffy suggestion: I would love to see moddable "skins" for the UI...perhaps one for each nation. For instance, Man's default UI skin might be a stony grey, outlined by Celtic knotwork...Arcosephale's might be a white/grey marble. And so on.
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
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February 23rd, 2004, 07:07 PM
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Private
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Join Date: Nov 2003
Location: Qu�bec
Posts: 49
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Re: Wish List
What about... when you capture the home province of another god, the...(arg, I don't remember the true name for this) trouble is 200. So you need to pacify the city or/and be nice with the population for a while before starting to hire troops from there.
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February 23rd, 2004, 10:35 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Wish List
I know I have fought and fought the "there is no game saves because its PBEM" but I had a thought.
Maybe at the menu where you hit HOST to have it actually process the turn, we could get 2 more buttons. Save backup, restore backup. All the game would need to do is save another 2h but name it something like bak. The restore just copies a bak over the 2h.
Hmmm I wonder if that would be confusing to any gamers who multiplay. Do you think it might cause "yeah I know but after I saw that I hit restore and sent a new turn for that round" arguments? Hmmmm might be better to leave it as an outside-of-the-game function.
[ February 23, 2004, 20:36: Message edited by: Gandalf Parker ]
__________________
-- 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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March 5th, 2004, 01:19 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Wish List
Here are two features that I would like with spell casting:
1) When scripting spells for a mage to cast the UI does not take into account the previous spells to determine which spells are available.
Ok that was complicated. Perhaps an example I have a caster with 1 in fire magic and 1 in astral. My 1st spell is Power of the spheres, I want my 2nd spell to be fire ball however it is not on the list since the game knows that I am only level 1 and does not take the pervious level into account.
Now clearly the game can not figure out all possibilities since communion can cause variable additions to a caster's level. So how about adding a UI element that allows you to set how many extra levels you want to add to your caster (for filter purposes only). A simple addition to the UI, but it would give much more control over combat.
2) I would really like to be able to script more than 5 spells. But I could see people complaining that this could cause balance problems (not that I agree!!!).
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March 5th, 2004, 01:24 AM
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Re: Wish List
AFAIK your first point is already done in the game. You just have to have the ability researched.
If you have at least 1 in a path (Like Fire) and have the spell researched, it will allow you to script spells that are outside of their range to cast.
On point 2. I would like more spaces to cast (if only 1) but I understand why they might not want to implement this - because there are instances where you could buff yourself to invulnerability then attack. So it's a toss up.
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March 5th, 2004, 02:18 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Wish List
I would like to see the color bars from Dom1 returned. Im finding that new players are not noticing that the commanders they maxxed out assigning troops to, can again receive more troops later. I liked the green bar showing how many troops and that it turned red when full. Also the same bars on the province view showing troops waiting to be assigned
__________________
-- 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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March 5th, 2004, 02:21 AM
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Major General
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Join Date: Jan 2004
Posts: 2,425
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Re: Wish List
Quote:
Originally posted by Huzurdaddi:
2) I would really like to be able to script more than 5 spells. But I could see people complaining that this could cause balance problems (not that I agree!!!).
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The only reason this would cause a "balance" problem is because of crappy AI spellcasting. If the AI's spellcasting didn't suck, it would have cast those spells anyway. Imbalance simply wouldn't occur either way, since anything given to both sides is automatically balanced. Besides, the AI is already allowed an unlimited-length spell queue that he can actually alter in combat. The human player doesn't get this at all.
[ March 05, 2004, 00:22: Message edited by: Norfleet ]
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March 5th, 2004, 02:45 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Wish List
Quote:
Originally posted by Norfleet:
Besides, the AI is already allowed an unlimited-length spell queue that he can actually alter in combat. The human player doesn't get this at all.
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I have no idea what you are talking about here. A human player gets exactly the same spellcasting choices as the AI does by just selecting the "Cast Spells" order. And yes, it would be wuite unbalancing. Take a physically strong, magically power pretender, say a titan with AE Ermor. Give it 2 fire, 3 air, 3 water, 6 astral, 4 death, 4 nature. Give it a script of quickness, summon earthpower, invulnerability, breath of winter, fire shield, phoenix pyre, body ethereal, personal luck, astral weapon, astral shield, iron will, resist magic, personal regeneration, elemental fortitude, etc. That's only 7 rounds of buffing, and with cheap equipment you end up with a SC monster with MR around 34.
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