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Request: Add more chapters to the story campaign, it's too short

Request no.2: Add dialogues(taunts, angry shouts, etc.) and personality to enemies in story campaign, as well as death scenes, theyre too underdeveloped(your enemies).

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Request: In the Prepare for Battle screen, add additional filters for the cards so you can see only Dragon Cards, or only the purple "Macro" Cards (the ones which grant you extra starting recruits, production of new unit types/skills, and lower production/recruit costs of buildings or units in RTS mode".

Request: A Custom match setting tier restrictions on the units and Dragon skills. It's not a big thing, but maybe there could be drop-down menus that could restrict the production and acquisition of skills above selected Tier X (obviously if you select Tier 4 (the default), you can research anything).

Request: Custom match setting for random starting location on Campaign maps (with the exception of the Chapter 1 Orcha and Chapter 3 Raven’s Realm. Granted, most maps are symmetrical, but some aren’t, and on the others at least we’d get a different perspective on occasion.

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Bug: On at least one sea map, it's possible to drop off units on one of the islands, where Ironclads can't attack them.

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Request:

- Option for clouds on/off

Clouds are actually pretty annoying, because you can´t see anything when you zoomed out (to see more on the screen, e.g when youre in a big fight).



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I don't think many if any of these are going to be implemented, but it doesn't hurt. I'm playing a custom game on the Planet Earth campaign map, and the sheer volume of countries means my income is over 100 gold a turn, just from Europe alone, so I have massive armies.

Request: I'm already playing with the Recruit Multiplier set to 2, but what I'm thinking is that maybe there could be a Gold Multiplier, for buying units on the Campaign Map. I wouldn't change it from 1 on every map, just maybe the large ones, so as to reduce the size of huge armies, making it harder to win.

Also, if it can go less than 1, like the Recruit Cost multiplier, you could combine lower strategy map cost with increased recruit cost to make strategy map units worth even more compared to ones you build in the RTS match.

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Obviously they can´t implement everything, but at least they catch up the most important things, especially bugs, etc.

Bug: I had a 2vs2, one player closed the game and the game crashed instantly by everyone else.
It actually happened always when a player closes the game, it should be the same as giving up.

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Cross-posted from the Please add Custom rules for Story Campaign thread:

Originally Posted by IlluminaZero
My main issue was simply that going RTS added an unnecessary element of risk if I had an overwhelming unit advantage. It's been a while since I played, but I recall my massive army (on the strategic map) getting truncated due to having to adhere to some initial field limit and then actually losing.

This wouldn't have been so bad if I had some control over what units were deployed either.


I think this counts as a
Feature Request: If your forces exceed the support cap, have the option to manually adjust which units you initially deploy. I like that idea and think it would be fitting to have the army commander make that decision.

I think it could be done with a bar graph-type interface. The Y-axis could show the support, scaled to going up to the maximum support for that country, where there's a line.

Below the X-axis are icons for the units, which will have information/tooltips that tell you how many you have on the field, how many are still in reserve, and the support cost for each one.

By default, it could show the default deployment your AI chose, with the bars set to various heights, and then you could hit + or - icons by the unit icons to adjust the deployment, which increase or decrease the various bars

This screen would have to go right after the Dragon Skill loadout screen, so it doesn't interfere with the actual map loading times and synchronization in multiplayer.

Loaded Transports are the tricky part, though. I guess they could be placed on the right-side of the bar graph which extends infinitely far to the right and scrolls as much as is needed.


I like this idea, although with the Original Sin focus, it's unlikely to happen. Maybe keep it in mind for a possible "Dragon Commander 2" though.

Joined: May 2010
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Request-1)In Raven`s bar to make in/bring back the Music device which allow us to switch music in the game(this feature was at Press version)

2)Bring back/Ressurect Imp Princess if it possible of course.

3)This

Suggestion

I think Dragon Commander will be fastidious in hardware plan
That`s why I suggest the next thing

Every setting should show us how many RAM and Video Ram it will required
Likewise GTA 4

[Linked Image]

Last edited by James 540; 27/10/13 02:35 PM.

Experience is a hard master but a good teacher-Proverb of RPG player (c)
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Request: Custom Campaign Population Regeneration slider or option. Currently, population in a country regenerates up to maximum literally on the next turn.

It might make for a more interesting dynamic if there was an option to have the population regenerate a lot slower so that it takes many more turns to regenerate back up to full. This would make repeated battles in the same country shorter and more reliant on troops shipped in from outside (the campaign map).

In normal battles, it's possible to replace your losses of units you brought in, but that wouldn't be possible if the starting recruits are very low because you fought so many battles on that territory.

How would it work? Hmmm... Maybe a "Population % Regenerated per turn" slider that goes from 0 to 100 (Default is 100). 0 I guess is "do not regenerate"?

- 100% means that on the next turn after a battle which completely depletes population to 0, the population will be back to 100% on the next turn.
- 50% per turn, population regenerates completely 2 turns after a battle
- 33% per turn, population regenerates completely 3 turns after a battle
- 10% per turn, population regenerates completely 10 turns after a battle
- 0% per turn, population does not regenerate at all (you have to rely on strategy map units only in such cases). That does complicate the rules for spawning your Dragon, though.

EDIT: This would also make the Strategy cards that boost or reduce population more effective.


(Again, I don't expect this will happen, but there's no harm in throwing ideas out there. There might be a Dragon Commander 2 some day, fingers crossed.)

Last edited by Stabbey; 04/11/13 05:08 PM. Reason: population cards
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Minor UI mistake: I'm doing the Lizard's faction arc, and for those ones, you get a bonus to support of +50 per card, but on the Empire Overview page, it's listed as a bonus of 50%, which is quite different than +50. It shouldn't be listed as a percent.

Also, the General's skills "Offensive" and "Defensive" still have the same description. I'm sure I've pointed that out before. It would also be nice if tooltips containing that description appeared on the screen where you're deciding which general to send to battle!


AI passive: I didn't play a lot since the last patch, but I've been playing more recently, and In my recent custom campaign matches, the enemy AI has seemed very oddly passive, even when the auto-resolve give me odds of under 20% to win. The enemy starts out with lots of armoured units and I only have battle forge ones, they start building a Battle Forge and some turrets and just sit in their base, making little or no effort to expand. Maybe it's because I've doubled the recruit cost multiplier, but even on Hard if I have only a 5% chance to win an auto-resolve, the AI shouldn't be that scared of me.

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Bug: When you try and start a Custom Campaign, there's a spot for you to enter your Commander's name. That does nothing, it ignores whatever you enter, and instead your name is set to whatever your Steam name is at the time. (Changing your Steam name and then loading a game doesn't change the name to your current Steam name.)

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Originally Posted by Stabbey
AI passive: I didn't play a lot since the last patch, but I've been playing more recently, and In my recent custom campaign matches, the enemy AI has seemed very oddly passive, even when the auto-resolve give me odds of under 20% to win. The enemy starts out with lots of armoured units and I only have battle forge ones, they start building a Battle Forge and some turrets and just sit in their base, making little or no effort to expand. Maybe it's because I've doubled the recruit cost multiplier, but even on Hard if I have only a 5% chance to win an auto-resolve, the AI shouldn't be that scared of me.


I found out what the problem was. It seems that the difficulty under Options > Gameplay was set to Casual, and I think I know why. I just tested something:

Bug: When loading a game, the difficulty is set to the current difficulty, not the difficulty the game was saved as.

I had been playing a game on Hard difficulty. I saved the game and quit to the main menu and started a new game, on Casual difficulty. I checked the options menu once I started, it was indeed set to Casual. I quit back to the main menu again, and loaded the game I just saved on Hard difficulty. I checked the difficulty, and it was set to Casual.

That stupid little bug has been giving me grief for weeks! I thought the AI was messed up, because I know I had started those games on on Hard.

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I think you want to describe it as "difficulty is not saved (or is broken) with the savegame," that would probably describe it a bit more accurately.

So it's not set to anything at all (while it should) rather than being set to an active difficulty setting (which isn't much setting at all).

May seem like minor nitpicking, but it really majorly changes the definition on whats going on behind the scene...

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I don't think that the way you describe it is any more informative or less confusing than the way I describe it.

Joined: Mar 2013
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Requests: Nerfed Mercenary Cards, Ironman Mode & AI Generals

Explanation: The AI in this game is vastly outgunned by the players in almost every respect (atleast in the story mode). We can amass mercenary cards before ending our first campaign, save and reload every battle, and employ generals or ourselves in battle to tip the odds. The first problem, massed mercenary cards, can be fixed by simply removing all such cards at the end of each campaign. The second can be fixed with a sort of Iron Man Mode, such as in Crusader Kings II or Europa Universalis, wherein you can only save and quit.

But the final problem deserves special attention. We are facing rivals in the game that, besides the whole dragon thing, should be on equal terms with us in the war for the throne. Don't they have trusted soldiers that can lead battles in their place? Can they themselves not be bothered to fight for their rights?

My proposed solution, simply put, is to input the chance that the AI will employ it's own generals. We don't need cutscenes or even a story - just a picture and stats to augment an army. As a bonus, make the AI army during these fights act differently for each of these generals. This would make battles more personal, rather than tiresome affairs to be auto-resolved.

What do you guys think, are these good ideas? Have they been proposed before?

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A lot of people definitely exploit the use of mercenary cards. Arbitrarily removing all cards of one type could be seen as a bit arbitrary. Larian also might consider that sort of thing as imposing too much and forcing the player into playing a certain way.

Given that the enemy rulers are quite literally insane, I figured that their campaigns were already being run by their generals.

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The Lizards faction bonus got me thinking about a possible new card the Parliament could generate:

Strategy Card - Diplomacy: Goodwill Gesture - Increase the Support Cap for one battle by 25/50/75/100.

Although that does step slightly on the Lizard Factions toes. There could theoretically be a sabotage card that decreases that for the enemy, but just the concept of that sounds too overpowered and unfair.

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Possible Bug: RTS battles on ocean tiles seem to no longer have a chance to go to an ocean-only map, just one which has islands and bases. That lowers the diversity of battle situations, which is unfortunate.

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