Regarding outpost conquering, I think it's something that humans are better able to exploit than AIs, so it might as well be dropped. BTW, one feature I've always wanted is an 'Always Raze' option (at least for the human player) in game settings, to reduce snowballing. Yes, the human player can make that a house rule, but it conflicts with 'playing to win', so it's psychologically better to make the decision once in game settings.
Caster of Magic II Brainstorming Megathread
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(April 19th, 2020, 15:57)Seravy Wrote: Something different. Yes, I think keeping the outpost destruction would be better, since it delays the settling of all land.
SOUND EFFECTS: DEATH CRIES FOR HEROES FALLING IN BATTLE
Nothing could me more pleasant than massacring an enemy hero and hear his death cry in battle! This would truly increase the drama, especially if my own heroes die screaming. The intro already has the Lo Pan death-scream. We need at least three different male and three different female hero death cry sound effects. Probably the single most amazing feature of XCOM: UFO Defense is the fantastic death cries. Especially if I throw a grenade amidst a crowd of little white evil aliens, they produce a Death Scream Chorus. Which is music to my ears. I would pay for inclusion of death cries.
New Hero idea:
The Cripple Based on the excellent movie Final Destination. When this hero is present on the battlefield, everybody gets cursed and all kinds of accidents happen. MOM translation: + Enemy gets severely crippled in defense, resistance, attack and movement, spells might fizzle per % chance on both sides! This hero has the following powers: + Bad Luck for everybody so much that Death himself wants everybody dead + Everybody gets Movements points reduced + The Cripple has a weak bow-type attack + This hero cannot cast magic
Mouse wheel on Cities screen:
Since you'll have a source-code, can't you detect this? IF Mouse_Wheel_engaged THEN emulate LMB_clicks on Down or Up arrows on City screen? So your code detects if the player started to roll the wheel down, then the code moves the cursor instantly to the correct screen coordinate and emulates 1 or 2 mouse clicks on the down arrow ingame, as a result the city screen scrolls down without the player actually moving the cursor there and clicking the LMB. Same for up direction. Essentially you need code that can automatically execute mouse functions 'move & click' without the user doing anything. Like on those oldie-style video tutorials we saw for various applications on the net in the past. These videos - accessible from the Help Menu usually - were in fashion about a decade ago: narrator speaking and the mouse slowly traveling through the screen [scripted straight-line movements] and the mouse cursor clicking on buttons to show users, how a software works. (only in this case the movement would be instant)
Grand Vizier Enhanced
-- Hero + artifact focused player -- I want to give the boring and soon tedious job of building my growing number of cities numbering in the 3..6..9..12..15. then 22,etc.. to an Enhanced Grand Vizier. He should have the following Switchable MODES / functions: 1. Vanilla -- COM-enhanced mode 2. MAGIC FOCUSED mode = this is what I want from the Grand Vizier now, to build me buildings enhancing my research and my wizarding power first. Pressing its hotkey and then choosing his primary function, I want him to immediately start build toward my Amplifying Tower, University, Shrine, Wizards Guild, etc.. anything that gives me more spell skills + power + casting ability. Because: 1. I want to concentrate on conquering with my interesting heroes. 2. I want to focus on managing my heroes, their items, healing, give them protective magic etc.., 3. I want to pay attention to create magic items for my heroes, heal them, 4. cast global enchantments or cast city-protection enchantments ==> but I don't want the super-boring city-management related stuff. Especially later, when I have 10...15..20 and more cities. City massaging just becomes a tedious BORE, makes the game *** a suffering *** not a fun leisure play, serving the important Real Life Function of releasing stress and filling me up with energy. So, I want an Enhanced Grand Vizier! For this very reason, I'm planning on only playing on tiny or small maps, because at least there I won't have to bother with a dozen or more boring-to-death cities-building. There hopefully it'll be just High Adventure with my armies & heroes kicking ass!!! ..and fleeing because I had my ass handed to me by the defenders of a Node or monster lair.. :D
There is a building queue system. It only takes like 20 seconds to queue all the buildings in any order you prefer and you never need to look at that city again. To be honest, ever since the queuing was added, I never even used the Vizier. Queueing will be even easier to use in CoM II because it'll be possible to add or remove things without having to reset the entire queue.
If that is still not good enough, this : https://www.realmsbeyond.net/forums/show...#pid729225 is probably better than any Grand Vizier because it allows the player to define a specific order for buildings. (May 1st, 2020, 06:18)Seravy Wrote: There is a building queue system. It only takes like 20 seconds to queue all the buildings in any order you prefer and you never need to look at that city again. To be honest, ever since the queuing was added, I never even used the Vizier. Queueing will be even easier to use in CoM II because it'll be possible to add or remove things without having to reset the entire queue. WOW! The queue system can do that? Very nice. Do you think its possible to add the option PAY IMMEDIATELY for buildings? As a checkbox or some flag turned on with a separate hotkey? Maybe as a confirmation: Press hotkey confirming Pay Immediately and as a result the "Queue" text color changes to blue signaling Immediate Pay Mode ON. or I have to click the checkbox in Menu---Options: "Pay for queued buildings immediately, don't wait for xx turns build-time." Adopted Queuing + keyboard shortcut combo B... Y... X... to instabuy buildings in all cities fast. Works pretty nicely! Thank You for the queue tip!
Another thing : In the current game outposts are automatically destroyed as a side effect from any building destruction roll happening in the city. This won't be automatic in CoM II so we can individually decide which of the following should destroy affected outposts :
-Raise Volcano -Call The Void (or Comet event) -Earthquake (or EQ event) -Meteor Storm -Outpost changing control as part of conquest Did I miss anything else? ...added as "30." |