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Stabbey Offline OP
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Bug: If you start an RTS match with more Support than your Support cap, then you can't build a Juggernaut's Bunker Buster - you get a "Not Enough Support" message.

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Originally Posted by Stabbey
Bug: If you start an RTS match with more Support than your Support cap, then you can't build a Juggernaut's Bunker Buster - you get a "Not Enough Support" message.


Why is that a bug? You're at the support cap and can't build anything requiring support. Seems like that's the way it should work.

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Originally Posted by Rack


Why is that a bug? You're at the support cap and can't build anything requiring support. Seems like that's the way it should work.


Unless I'm mistaken, bunker busters do not require support only a cost in recruits. Like building a structure.

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Not sure if it has been mentioned, but in dragon mode, enemy projectiles seem to follow me over the whole map. I.e. I attack the enemy base as a dragon, get shot at by some warlocks and hunters, but retreat to my own base.
Yet the projectiles seem to follow me all the way back.

Last edited by El Zoido; 14/08/13 09:48 AM.
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BUG: (very minor spoiler) in the decision regarding poison gas being used to prevent locusts from killing crops, the rewards are backwards. Allowing the killing of the locusts should have a negative hit to luck and an increase to population, but it is the opposite; banning the poison provides the negative hit to luck and increase to population which is backwards. I made a save right before the decision if that helps, just let me know.


I see nothing, I know nothing, I did not even get up this morning!!
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Request: Multiplayer Skirmish Checkbox: "Everything is researched already"

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stranger
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Request: a way to see wich units you will be able to produce instantly in rts battles due to a really big army. I don´t remember if I sent in 10 troopers, 8 hunters, 2 devastators, 3 bomber baloons, etc. So when i´m trying to build them, I don´t know how many of each I already "have" in the battlefield.

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Stabbey Offline OP
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Request: Spoils of War should not be able to capture Turrets.

It kinda negates the point of putting up turrets to defend your base if 2 Troopers can walk up and convert a turret in 3 seconds.


Originally Posted by FelipeJoker
Request: a way to see wich units you will be able to produce instantly in rts battles due to a really big army. I don´t remember if I sent in 10 troopers, 8 hunters, 2 devastators, 3 bomber baloons, etc. So when i´m trying to build them, I don´t know how many of each I already "have" in the battlefield.


That's already in. Mouse-over a building that produces the unit type and you can see how many they have in Reserve. That's how many you can produce instantly (at 0 cost).

Last edited by Stabbey; 15/08/13 02:30 PM. Reason: reserve
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Originally Posted by Stabbey
Request: Spoils of War should not be able to capture Turrets.

It kinda negates the point of putting up turrets to defend your base if 2 Troopers can walk up and convert a turret in 3 seconds.


I agree, capturing works much too fast for turrets, to the point that it can become practically impossible to prevent. Capture times should maybe be increased a bit anyway, but excluding turrets might be a good solution.

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Originally Posted by Stabbey


That's already in. Mouse-over a building that produces the unit type and you can see how many they have in Reserve. That's how many you can produce instantly (at 0 cost).


Oh! Thanks! smile

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I have the same problem that has been mentioned about not being able to easily differentiate my troops, resulting in me only being able to attack in one huge lump.

To correct this, I suggest creating optional key binds (they would start unbound and the player might only be able to use a few or have to sacrifice other key bindings) that allow the player to press one button to select all troops of a specific type, the same way you can select all troops with F2. Example: you might decide to set F5 as a binding to select all warlocks. This would at least allow you to make use of their different abilities more reliably since you could select your favorite types with the press of one button. Once they end up in that one huge attacking blob that I am forced to use, I find it almost impossible to find the right set without having to press several different keys to reach them; by the time I get to them, they're usually already dead.

Also, is there any possibility for a patch to Divinity 2 to allow the use of these new models of dragon instead of the Divinity 2 dragon?

Last edited by Navarre; 16/08/13 04:42 AM.
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It's not quite the same thing, but you can double click a unit to select all of that type vis1ble on screen, and assign them to a control group (Ctrl-number), then select them in RTS mode with that number, or Alt-number in dragon form.

Dragon Commander is using a different game engine than Divinity 2.

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Request: Change "Cleansing Charge" into a Roar so you don't have to manually target it. ... EDIT: Well, I can kinda see why it's targeted, but would anyone else prefer it to be a Roar?

Request: I'd like some Dragon spell that can remove enemy buffs (maybe even Shaman's Immunity, for preference.) Maybe that could go onto Cleansing Charge as well? It would be simpler and easier to balance to keep them separate, I suppose.

Request: A new 40 Research Point Dragon spell that can cast the shield spell on a group (that doesn't remove debuffs.)

Maybe not as strong a the single-target, and maybe not quite as long-lasting if you think that would be too unbalanced. The Support Dragon has no real counter for the instant-damage of the enemy "Eye of the Patriarch" spell, nor is there a good counter for mass Warlocks (both for Polymorph and Death from Above).

Last edited by Stabbey; 16/08/13 07:23 PM. Reason: balance?
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larian did you consider at somepoint makeing a dragon commander board game, looks like you have most of the systems in the game and it might work out well

otherwise ,bigger maps in terms and more tilesets for making them make each land type different

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Request: Enable the use of the "Move only" button (M) in Dragon form for when you have units selected. Sometimes you really want your army to just run away from battle ("Death from Above"), and attack-move will make them stay and fight.

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Request: It would be nice if the key for closing the several dialogs and windows was somehow standardized. At the moment Enter closes some dialogs, but not all (or even most?) of them. For example, pressing Enter in the battle dialog (where you choose who fights this battle) will bring up the messaging window. Pressing Enter in the next dialog, the battle results dialog, will instead close the dialog. Tutorial pop ups will not close with Enter and so on. There's just no rhyme or reason to this and it's very annoying for someone who wants to use the keyboard.

In fact, would be a lot easier if the whole Raven thing could be operated with the keyboard, but I digress...

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Few request from me:

Some of these may be already suggested, but no drawbacks to write them again.

1. Some kind of minimap in strategy part that shows the whole situation in large maps. (or increased zoom level)

2. Maybe somekind of optional force manual battles mode for coop campaings. When we have the change, we skip the battles too often. This waters down a big part of the game.

3. This is most important thing! More difficulty to the strategy part of the game. Insane level makes only the battles challenging. When we played this game with my friend and used autocombat a lot, we couldn't see any difference between easy and insane? Hate to think what happens when playing whit three humans. (maybe increase of max players)


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Request : some way of generally tightening up the rts side not really sure how but its seems to be the biggest issue people have. Oh and more dragon options

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Its usuing a differnt game engine but were not the dragon meshes for both made in maya or c4d or something. Thats engine independent. Just a thought

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Stabbey Offline OP
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Rednjak -
1. I second the request for increased zoom levels on the strategy map. Ideally, I'd like to be able to zoom out to see the whole thing.

2. If you want to play the fights in co-op, then select Dragon to do the fights. That's all you have to do to force a fight in RTS mode.

jereth - I've been playing around and think that the biggest way to tighten up the RTS combat is to double the Recruit costs for everything (and Dragon spawn cost) and give you 70 starting Recruits, which is only enough to let you can get a couple structures up to start.

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