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  #601  
Old September 1st, 2005, 05:27 AM
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Default Re: The Dominions 3: \"Wishlist\"

Maybe has already been asked.

Return the combat simulator. It's fun and it helps get a hang of what combinations work and what not.

Hey it can even be enhanced to contain some battle template. like tournement, modified weather and terrain conditions, sieges etc.
Also might add ability to give equipment to leaders and script them.
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  #602  
Old September 1st, 2005, 06:22 AM
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Default Re: The Dominions 3: \"Wishlist\"

Another thing that was probably mentioned.

In dom-I there was this cool visible effect that the map grew warmer or colder in some areas according to the dominion.

I wonder if it's possible technically to return this.
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  #603  
Old September 2nd, 2005, 02:30 AM
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Default Re: The Dominions 3: \"Wishlist\"

I miss the warm/cold effect on the map as well. It will unfortunately not implemented in dom3. Other map features will though.
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  #604  
Old September 2nd, 2005, 01:29 PM
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Default Re: The Dominions 3: \"Wishlist\"

Quote:
Kristoffer O said:
I miss the warm/cold effect on the map as well. It will unfortunately not implemented in dom3. Other map features will though.
Thanks for the information.
Other features Like maybe forests growing or dying according to life vs. death dominion?
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  #605  
Old September 2nd, 2005, 06:10 PM
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Default Re: The Dominions 3: \"Wishlist\"

Other map features? Like maybe labs appearing on the map just like temples and forts do?
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  #606  
Old September 5th, 2005, 08:55 AM
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Default Re: The Dominions 3: \"Wishlist\"

Minor one I'd like the ability to have an ingame notepad - maybe even tied into the year you make notes. Always thinking of stuff I want to do and then forgetting it a few turns later

Also history of messages - otherwise you need to keep a seperate (outside the game) record of agreements etc.

Tals
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  #607  
Old September 5th, 2005, 10:40 AM

GriffinOfBuerrig GriffinOfBuerrig is offline
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Default Re: The Dominions 3: \"Wishlist\"

I think that you should be able(or to have the option) to transfer the bloodslaves to the pool instant. like all other gems, there is also no transport nessesary.

Would greatly remove mirco and is not so complicated for beginners.


SAVE PASSOWRD OPTION for games, so you do not have to type it in again and again(expecially on TCP/IP games)<---!
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  #608  
Old September 5th, 2005, 10:53 AM
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Default Re: The Dominions 3: \"Wishlist\"

Quote:
Tals said:
Minor one I'd like the ability to have an ingame notepad - maybe even tied into the year you make notes. Always thinking of stuff I want to do and then forgetting it a few turns later

Also history of messages - otherwise you need to keep a seperate (outside the game) record of agreements etc.

Tals
I want to generalize that request.
Dominions is a very large scale game and to play it competitively one has to deal with a Hugh amount of information. Dominions I gave very poor management abilities to the player. Dominions II improved that considerable but it is still not there yet.
Some examples (maybe already given).
1. handling tax rates. becomes a nightmare on Hugh maps especially with blood economy running. Two things might significantly improve that. The first is configurable tax rate/unrest ratio. meaning the player can set provinces to maximum tax rate so long as unrest is smaller the X. Then the provinces will set their tax rates accordingly.
The second is important for other aspects as well, it is adding to the management screen (F1) some information processing capabilities. The most important are: sort ascending/descending according to any field. income, population, tax rate, gems per turn, army size; search for ... to search for province name, commander name, site name and so forth; Tie all management screens of game to management screen (like HTML hyperlinks), thus allowing the player to do everything from within one screen and one context. This can save tons of time switching from army screen to management screen to lab etc.

2. The management screen. As described above. In addition allow queries at least for: all commanders that are in state X, for example hiding to manage your scouts. All fire gem producing sites. Top 10 income provinces etc.

3. messages history. All messages are linked to everything in them. say commander this assassinated in province that. user can click on commander to get the stats of the commander, click province to get to that province.

4.Visible not active tag for commanders, so that when cycling all commanders (N key) they are ignored.

5. AI. mages can be assigned the task of site searching. Two options, one by "foot" (visit provinces and search), second by spells for locating sites.

6. Way points. Armies can be assigned a command of "move from start province to designated province".
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  #609  
Old September 5th, 2005, 02:28 PM
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Default Re: The Dominions 3: \"Wishlist\"

Quote:
GriffinOfBuerrig said:
I think that you should be able(or to have the option) to transfer the bloodslaves to the pool instant. like all other gems, there is also no transport nessesary.

Would greatly remove mirco and is not so complicated for beginners.

Is this anything like F7 - Pool Slaves? It makes all commanders with blood slaves in provinces with a laboratory to put all blood slaves in their inventory into your laboratory. This could be improved, mainly for the sake of Mictlan who has to give its Blood Sacrificing priests new slaves after pooling the slaves every turn.

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SAVE PASSOWRD OPTION for games, so you do not have to type it in again and again(expecially on TCP/IP games)<---!
Possible to do as a shortcut, but a program/graphical front-end for doing working shortcuts for given game, server, port, password, etc. would be nice. This is more probable as a fan project than as an official update.
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  #610  
Old September 6th, 2005, 04:58 AM

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Default Re: The Dominions 3: \"Wishlist\"

Quote:
Tals said:
Minor one I'd like the ability to have an ingame notepad - maybe even tied into the year you make notes. Always thinking of stuff I want to do and then forgetting it a few turns later

Also history of messages - otherwise you need to keep a seperate (outside the game) record of agreements etc.

Tals
Hmmm. We should only need to make notes of our own future plans etc. - about a million posts ago in this thread I said something like if you have to make notes of what's happened, then the game isn't providing enough information. Your history of messages idea is the tip of the iceberg - we need to be able to scroll back through every turn of the game and recall what scouting/scrying info we had at any previous point, like Echoview for VGAP. Also what events occurred in previous turns, where armies moved, preferably even watch old battle videos. All this would mean storing old turn data in the client directory separate from the .trn file, but it could be done.

This is definitely one of the most important improvements for Dom3 - the amount of note-taking you have to do at the moment is staggering.

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