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May 10th, 2004, 10:46 PM
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Re: Wish List
Lintman summed up just about everything I would like to see in Dom2 - nothing wacky or too far out, just a bunch of UI improvements and mod/option functions. I suggest the devs print that list he made and put it under their pillow, so all those things seep into their minds. It's a whole bunch of little irritations that do add up eventually.
As for this..: "
- If you select a ritual spell that you cannot afford, or which your mage cannot cast, the window closes without any warning that your selection was invalid. I believe this is also true for magic items you can't afford to forge. It'd be nice if there was a little popup warning you about this."
Just be glad you can directly target a province with a ritual now. I cant say how many times in Dom 1 I went to cast Seeking Arrow or something at a province, realized I forget to get the province number, exited and checked it, saw some army I had forgotten to move or something, went back to cast the spell, realized I'd forgetten the number, and so on..
Just to add my own bit to the wishlist, a "Forge Monthly Item" command would help me out a lot.
[ May 10, 2004, 21:51: Message edited by: Slygar ]
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May 10th, 2004, 11:01 PM
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General
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Re: Wish List
Quote:
Originally posted by Slygar:
Just be glad you can directly target a province with a ritual now.
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I'd also like to be able to use the province number as well as directly clicking, since there are times when you want to send multiple spells at a province that will take a long time to scroll to.
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May 10th, 2004, 11:09 PM
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Corporal
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Re: Wish List
Quote:
Originally posted by Slygar:
As for this..: "
- If you select a ritual spell that you cannot afford, or which your mage cannot cast, the window closes without any warning that your selection was invalid. I believe this is also true for magic items you can't afford to forge. It'd be nice if there was a little popup warning you about this."
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Not completely true. For example, Pollux the Arch Theurg with 3A1W3S4H attempted to cast Ritual Spell "The Wraith of God" (5S3A), which he obviously doesn't have the level for. A screen pops up when clicking on the ritual, saying "The ritual is too complex for this mage".
What is true is that no error is given if you don't have enough gem but have enough path. This applies to Item Forging as well.
On the other hand, if you do not have the level to forge an item, that item simply won't appear in the "Forge Magic Item" window even if you have the Construction level needed. E.g. you won't see "Boots of Quickness", a Construction 6 item, despite having Cons 6 researched, if you use the Forge command with a Mage without path in Water. The exception is with "The Forge of Ancient" global enchantment, where you can see and forge items that have requirement at most 1 level above the forging mage in each path.
So not having the path either gives an error message, or in the case of magic items, th\at said item won't appear in the list of forgeable items. No error is given, however, in both cases if insufficient gems are present.
-Gateway103
[ May 10, 2004, 22:14: Message edited by: Gateway103 ]
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May 11th, 2004, 03:00 AM
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Re: Wish List
Quote:
Originally posted by Chris Byler:
You can also estimate the resource richness of a province by its terrain. Forests and mountains have more resources than farmlands or plains.
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I was aware of that and I suspect that it may be part of the problem since it seems that most of the Feudal provinces are on grasslands, thus low resources. Of course this is only based upon my observations I have not tested this hypothesis.
Quote:
Originally posted by Gandalf Parker:
But the advantage of some of the nations is their spys or information granting dominion which allows them to make better choices in that area
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Good advice. However my intent was to express that I think it is logical that provinces that are capable of producing resource costly units have adequate resources to do so. Not necessarily on a 1-1 unit per turn ratio but 1-2 or even 1-3 would be reasonable. What I object to are situations were you have 1-6 or greater ratio of units per turn to build a knight.
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May 11th, 2004, 07:59 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Wish List
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by Slygar:
Just be glad you can directly target a province with a ritual now.
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I'd also like to be able to use the province number as well as directly clicking, since there are times when you want to send multiple spells at a province that will take a long time to scroll to. Ok. In the meantime, how about just zooming out the map so the target doesn't require scrolling?
PvK
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May 11th, 2004, 08:03 PM
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National Security Advisor
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Re: Wish List
Some people may accuse me of beating a dead horse, but hey, I have a fresh dead horse to beat - the one that was just shot dead along with my elite heavy cavalry while they were pursuing ONE LIMPING MILITIA MAN, by their own men.
Enemy losses: 3 leaders, 45 men
Own losses: 0 leaders, 2 men DUE TO FRIENDLY FIRE
Argh!
Wish: AI does use Accuracy <100 ranged attacks on targets that have friendly units near them that have any appreciable chance of getting hit by accident!
PvK
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May 11th, 2004, 08:06 PM
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National Security Advisor
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Re: Wish List
Quote:
Originally posted by Aetius:
quote: Originally posted by Chris Byler:
You can also estimate the resource richness of a province by its terrain. Forests and mountains have more resources than farmlands or plains.
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I was aware of that and I suspect that it may be part of the problem since it seems that most of the Feudal provinces are on grasslands, thus low resources. Of course this is only based upon my observations I have not tested this hypothesis.
Quote:
Originally posted by Gandalf Parker:
But the advantage of some of the nations is their spys or information granting dominion which allows them to make better choices in that area
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Good advice. However my intent was to express that I think it is logical that provinces that are capable of producing resource costly units have adequate resources to do so. Not necessarily on a 1-1 unit per turn ratio but 1-2 or even 1-3 would be reasonable. What I object to are situations were you have 1-6 or greater ratio of units per turn to build a knight. However if you build a proper fortress there, then they are generally able to produce at least one knight per turn, especially if you own the surrounding provinces. To me, it seems reasonable and interesting that you can't just easily create knights from farmland as soon as you've taken over a province with no military infrastructure.
PvK
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May 11th, 2004, 09:26 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Wish List
Quote:
Originally posted by Aetius:
quote: Originally posted by Gandalf Parker:
But the advantage of some of the nations is their spys or information granting dominion which allows them to make better choices in that area
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Good advice. However my intent was to express that I think it is logical that provinces that are capable of producing resource costly units have adequate resources to do so. Not necessarily on a 1-1 unit per turn ratio but 1-2 or even 1-3 would be reasonable. What I object to are situations were you have 1-6 or greater ratio of units per turn to build a knight. I understand that. Im not sure of the logic. Rarely is a province not able to create a unit. They just arent able to do it as fast as you would like. Since the indepts have been there awhile I dont see illogic in them having made those troops. And I think there is a resource switch on making the game that you can turn up.
But what to you is an irritation, to me is a tactic. If it has low return (low resources, low gold, no strategic advantage, not next to my castle) and has high cost (dangerous troops guarding it, cant seem to get my dominion pushed into it) then I would leave it there to be a problem for my enemys.
A great strategic chokepoint is to find a province that is worth taking, sandwiched between two that are not worth taking. Leave them there and buildup the chokepoint until later in the game when you have pushed well past that point. Make the indepts the easier route to you. Force the other guy to hit them then strike when he is weakened and sitting in a province he cant rebuild army in.
[ May 11, 2004, 20:28: 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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May 12th, 2004, 02:02 AM
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Re: Wish List
Quote:
Originally posted by Gandalf Parker:
I understand that. Im not sure of the logic. Rarely is a province not able to create a unit. They just arent able to do it as fast as you would like. Since the indepts have been there awhile I dont see illogic in them having made those troops. And I think there is a resource switch on making the game that you can turn up.
But what to you is an irritation, to me is a tactic. If it has low return (low resources, low gold, no strategic advantage, not next to my castle) and has high cost (dangerous troops guarding it, cant seem to get my dominion pushed into it) then I would leave it there to be a problem for my enemys.
A great strategic chokepoint is to find a province that is worth taking, sandwiched between two that are not worth taking. Leave them there and buildup the chokepoint until later in the game when you have pushed well past that point. Make the indepts the easier route to you. Force the other guy to hit them then strike when he is weakened and sitting in a province he cant rebuild army in.
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I think we will have to agree to disagree and leave it at that. The title of the thread was wishlist, this is my wish. I seem to be in the minority so I will respect the opinion of the majority and not bring this up again.
To PvK call it luck of the draw but in most of the games that I play I end up with a feudal province next to my capital. Regarding the advice of building a castle to ensure high resource output that would depend upon the race I was playing. If cavalry poor then I probably would. The majority of the time I tend to place castles on resource rich areas to maximize national troop building capacity.
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May 12th, 2004, 02:13 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Wish List
Quote:
Originally posted by Aetius:
I think we will have to agree to disagree and leave it at that. The title of the thread was wishlist, this is my wish. I seem to be in the minority so I will respect the opinion of the majority and not bring this up again.
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My apologies. You are quite right. Your fine and Im out of place. This is the wishlist thread and you posted quite nicely. Im afraid others of late have put me into a debate mode.
__________________
-- 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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