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  #641  
Old September 19th, 2005, 01:02 PM
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Default Re: Endoperez

Quote:
Crazy_Bonvine said:
Note to Endoperez:

"Pythium & Ermor: Broken Empire (same units, different magic)"

The therugs are the only goddamn things they both have!

Are you saying that the Theurs are only useful units they have? I find Principes to be exceptional infantry, for both nations.
Or are you saying that the theurgs are the only thing they have in common? From Velites to Triarii, their units are the same, and both also have Standard. Broken Empire doesn't have Hydras, gladiators or Emerald Guards, it has Praetorian Guards and can summon undead. Even Broken Empire can get impressive amounts of undead in surprisingly short time.

Quote:

"I'll use Last of the Tuatha and Vanheim as an example:, because I consider them the two nations that share the closest theme/idea in how they work:
shared abilities: high-def sacred units lacking good protection, mage-commanders with awesome defence, Air magic, human allies with few special elites"

Excuse me for not falling on my knees with awe...2 Boring human empires have something in common for your reasons and because their both empires of homo sapiens...so what?got any pictures of pigs flying???
Again, I'm not sure what your are implying. Are you trying to say that both of those are boring human nations, and that is the reason I find similarities? Neither centers around humans. Last of the Tuatha wins or dies with the Tuatha, the knights and longbowmen are just something to support them. The same things with Vanir, Valkyries and Dwarves of Vanheim; they are the point, the humans are just there so that you have something cheaper to use as cannon fodder and in early game. And, the human parts happen to be pretty different: Knights, Longbowmen and useless militia vs basic shielded spear/sword units, berserkers and Shapeshifters without real ranged units.

Or was your point that there aren't enough differences between two human nations? Unit-heavy Ulm is weaker than most nations under most situations, Marignon has priests, firepower and the power of fire, neither is like Machaka, Mictlan plays differently from anyone else, and as said above, both Man and Vanheim have different powers and weaknesses even in their human armies. The base troops are very similar between the human nations, but magic and special units make the difference.

And it just so happens that I do have a picture of a flying pig. Granted, this isn't from actual game, because Fay Boars aren't very useful melee units. One would need a Flying Carpet or two to transport the "dead" ones back to the main armies, and there are better things to use your Flying Carpets for.

Last edited by Endoperez; August 13th, 2008 at 11:31 AM..
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  #642  
Old September 19th, 2005, 03:42 PM
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Default Re: moddable AI

Quote:
Turin said:
admin increases the gold you gain from the province by half the admin value. So a castle with admin 40 increases the goldincome from a province by 20%.

Ooops. Didn't knew that .

Quote:
Turin said:
It�s a difficult decision if the game should be made more of a buildergame like the civ series or AoW. Those games are a huge success, but I feel that the builder aspect almost always becomes tiresome.
In addition the comparison with clams is accurate. Most people don�t like to play with clams in multiplayer because clams encourages a defensive hoarder style. More improvement buildings would have the same effect and a game where the best strategy is to bunker up tends to get boring quickly.
I thought of - real - basic building. Didn't thought of that, but I naturally play defensively ( camper and clam hoarder ) . If it changes the spirit of the game, then let's forget it .

The thing I'm sure is that I don't want a clone of Civ or AoW-SM .
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  #643  
Old September 19th, 2005, 04:04 PM
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Default Re: moddable AI

How about at least if you go to the army setup screen, you get an overlay showing where the fortification is located so you can strategically protect certain chokepoints without having to memorize the layout of every fort?
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  #644  
Old September 20th, 2005, 07:12 AM
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Default Re: The Dominions 3: \"Wishlist\"

A map-command for global random equipment of independents. (like #randomequip command, but for all independent commanders at once)
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  #645  
Old September 21st, 2005, 06:32 AM

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

I'd like to see more local enchantments. Right now, if you want to magically boost your empire, you have exactly five global enchantment slots to work with, that you have to fight for with the other pretenders, no less. The only local enchantments that come to mind are the various domes and astral window. How hard can it be to boost resources in one province, growth in another, and maybe travel through another?

On that note, I'd like to have a number somewhere that shows how many turns the enchantments that have gem dependent duration have remaining.

And finally (this has probably been mentioned already, but here goes) I dislike the fact that battle scripting is rather... binary. A few examples:

For some odd reason I like javelin tossing infantry. Now, if I script them to attack, they never use javelins, but I leave the script open the do, and then engage in melee. Good so far. However, if I'd like them to hold and attack intelligently, no can do.

In one game, I was playing Vanheim and got Vanlade. Great! I equip him with items and send him out to kick butt. Problem: after the buffing script, he can either casts spells, or attack, one or the other but never both. So, it's either spam undead into unconsciousness, or attack without ever using spells. It would be much smarter for him to buff, attack for a while, and when a bunch of infantry surrounds him, cast Shockwave.

I'm not sure how to implement intelligent, or even semi-intelligent choices after the five action script, but the current MO is extremely wasteful, not to mention more than a little moronic.


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  #646  
Old September 21st, 2005, 07:28 AM
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Default Re: The Dominions 3: \"Wishlist\"

On the same note, more global enchantment slots would also be nice. Say about ten of them. Because there must be around 20 or more of them that are useful and having more than just 5 would make for a more enjoyable game.

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  #647  
Old September 21st, 2005, 01:14 PM
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Default Re: The Dominions 3: \"Wishlist\"

More (or fewer) global enchantment slots would be good as a game option. A good number depends on the number of players (as well as your taste). Five slots for 17 players seems insanely cutthroat. On the other hand, for two players, three slots might be plenty.
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  #648  
Old September 21st, 2005, 01:31 PM

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

1.Better AI for mages.I was using my pretender and my army vs an emeny and my pretender did NOTHING but sit there and cast spells on himself
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  #649  
Old September 21st, 2005, 01:36 PM
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Default Re: The Dominions 3: \"Wishlist\"

Quote:
sushiboat said:
More (or fewer) global enchantment slots would be good as a game option. A good number depends on the number of players (as well as your taste). Five slots for 17 players seems insanely cutthroat. On the other hand, for two players, three slots might be plenty.
I think cutthroat was the general idea of developers, but some option to change it would really be welcome.
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  #650  
Old September 22nd, 2005, 12:06 PM

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

1.Nations specific items?I mean C'tis has the Jade Mask and Ermor has the Black Laurels!
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