Dominions 4, parece que esta vez sí?
Moderador: Moderadores Wargames
Re: Dominions 4, parece que esta vez sí?
Mooola
Lo importante es que el juego está vivo y que haya un equipo detrás desarrollándo, todo lo demás con la peazo comunidad que hay detrás vendrá solo.
Dominions es una obra de arte del videojuego tienen mi soporte , Dinero bien invertido seguro
Lo importante es que el juego está vivo y que haya un equipo detrás desarrollándo, todo lo demás con la peazo comunidad que hay detrás vendrá solo.
Dominions es una obra de arte del videojuego tienen mi soporte , Dinero bien invertido seguro
Si encuentras tantos (chiflados), ve pensando, que quizás, los buscas tú.
Re: Dominions 4, parece que esta vez sí?
Si, pero yo tambien voy a picar. Este es al juego al que más horas le he metido en mi vida con diferenciaTrismegisto escribió:Pues qué queréis que os diga... A mí me parece que han hecho un mod para sacarnos los cuartos (que a mí me los sacarán, eso seguro, porque el juego me gusta mucho).
Ríos que no se pueden cruzar, cosa que ya existe. Gráficos iguales (algunos sprites modificados, dicen). 75 naciones frente a las 68 actuales, pero ya hay mods que incluyen naciones nuevas. Nuevos monstruos y tal, que ya existen en el CBM. Y una interfaz igual de farragosa a la que le han redondeado los bordes para que parezca nueva. ¿Nuevos hechizos? Bah, el CBM ya incluía un buen lote.
Lo que en mi opinión debían haber implementado es un sistema que permita una gestión más razonable de los imperios, una interfaz útil, un modelo de diplomacia "in game", más opciones tácticas para las batallas y un sistema estratégico más profundo, pero no hablan de nada de eso. Con un puñado de naciones nuevas y sprites no se tiene un juego nuevo.

Re: Dominions 4, parece que esta vez sí?
http://z7.invisionfree.com/Dom3mods/ind ... topic=1434
"Please use this thread to gather together snippets of information from beta testers or IW themselves regarding the contents and mechanics of dom4.
Nations
EA Machaka, Lion Kings
EA Ur, Mesopotamian Giants
MA Vanarus. Like MA Bogarus
General
Many sprites have been redrawn and the 3d terrain is also improved.
Many new monsters, spells, magic items, sites, random events and some nations too.
Modding
There is a good likelihood of moddable UI in patches
Modding is still done by text files and 2d art. Editor and paint program is sufficient.
Modding limits have improved: spells 1999, nations 101 to 199 available now, weapons, items etc unknown as yet.
The ability to specify a complete pretender list for a custom nation. No default includes.
The ability to define a set name for a monster. e.g. names for unique summons and heroes without using #nametype
Items can be nation restricted.
Mechanics
Thrones of Ascension. Claim thrones to gain extra powers and to win the game eventually. Thrones are always visible magic sites of level 1-3 with gems or effects and special effects only available to thrones. They are likely to have special guardians. They can be set as the victory condition. Hold the majority to win. It is the default victory condition but the old options are still available such as capital vps.
Teamplay, one pretender and one or more disciples per team if team game is chosen at start. All share the bless of the pretender. Each disciple is a prophet so no other prophets in the game. Exchange system in place for teams: items, gems, gold and provinces. Battles are individual nations and not combined forces. So far, it's unsure how multiple armies in a province work? Sequential fights? Single player nations can be in team games. Dormancy of disciples is one less than pretender but no gain in design points for the dormancy for disciples. Only the pretender gains points for dormancy. The choices of chassis are different for pretenders and disciples.
Rivers that can only be passed when frozen, mountain passes that can only be passed by special units and when it's warm.
Pierce, slash and blunt weapons have slightly different quirks. E.g. don't shoot arrows at skeletons. Creatures may have resistance. Resistances (slash/pierce/blunt) reduce damage of that type by 50% and are separate from armor. Each damage type interacts differently with the protection value and that is a separate mechanic from the damage type resistances.
Some afflictions are connected to weapon type such as arm loss.
Range restrictions on magic rituals and items and spells that can be used to boost ritual ranges.
Darkness and dark vision plays a more important role. Notably in deep seas, caves and sometimes during assassinations.
Global random events
Can build castle improvements like extra towers or extra supply storage
Province Defence dependent on the local population and some nations have easier or harder to organize it.
Reverse communions radically changed. Slaves do nothing as long as any master remains in the battle. However, if a master retreats the slaves cast and keep any buffs.
Major changes to recruitable SCs. The details are unclear yet.
Research cost goes up by level much faster. Not just fibonacci sequence but more severe. Example on normal: Level 9 is not 1800 points but 5000.
Leadership is now much more important. Includes both morale buffing and mitigation of low morale things like fear. The abilities are set at start of game and not by additions such as spells or items. So commanders now have a much more important role.
User Interface
From KO: "And a lot of UI improvements I'd say. It is annoying to test dom3 nowdays, since I miss UI features that makes dom4 more smooth." This implies GREAT improvement.
Scripts can be changed by individual spell or command by delete or by rewrite. No more rewriting an entire 5 slots.
Formations like line formation or skirmish formation.
Improved network support, turns can be resumed from any computer and turns can be marked as only half finished.
Verification of path and gem requirements of scripts is included. You will know if your mage can cast the script.
'Y' key hotkey improvements. No exact knowledge yet.
Greater detail in battle reports.
Inbox/Outbox and redo a message without redoing all messages.
Checkbox for use gems for ONLY scripted spells.
Unit information improved. eg: attack and total damage output values for each attack of the unit as well as the type of damage it does visible without drilling down.
The engine appears to be much faster. No details on why yet. Multi core use?
AI Improvements
Some AI improvements are pending. More detail coming slowly.
Pretender creation logic improved. No more all trash scales except LA Ermor. Ashen Empire and EA Mictlan always have awake pretenders (Edi: Did I interpret this right? Maer.)
Note: this post is being maintained by Maerlande. Errors and omissions should not be blamed on Sombre smile.gif"
"Please use this thread to gather together snippets of information from beta testers or IW themselves regarding the contents and mechanics of dom4.
Nations
EA Machaka, Lion Kings
EA Ur, Mesopotamian Giants
MA Vanarus. Like MA Bogarus
General
Many sprites have been redrawn and the 3d terrain is also improved.
Many new monsters, spells, magic items, sites, random events and some nations too.
Modding
There is a good likelihood of moddable UI in patches
Modding is still done by text files and 2d art. Editor and paint program is sufficient.
Modding limits have improved: spells 1999, nations 101 to 199 available now, weapons, items etc unknown as yet.
The ability to specify a complete pretender list for a custom nation. No default includes.
The ability to define a set name for a monster. e.g. names for unique summons and heroes without using #nametype
Items can be nation restricted.
Mechanics
Thrones of Ascension. Claim thrones to gain extra powers and to win the game eventually. Thrones are always visible magic sites of level 1-3 with gems or effects and special effects only available to thrones. They are likely to have special guardians. They can be set as the victory condition. Hold the majority to win. It is the default victory condition but the old options are still available such as capital vps.
Teamplay, one pretender and one or more disciples per team if team game is chosen at start. All share the bless of the pretender. Each disciple is a prophet so no other prophets in the game. Exchange system in place for teams: items, gems, gold and provinces. Battles are individual nations and not combined forces. So far, it's unsure how multiple armies in a province work? Sequential fights? Single player nations can be in team games. Dormancy of disciples is one less than pretender but no gain in design points for the dormancy for disciples. Only the pretender gains points for dormancy. The choices of chassis are different for pretenders and disciples.
Rivers that can only be passed when frozen, mountain passes that can only be passed by special units and when it's warm.
Pierce, slash and blunt weapons have slightly different quirks. E.g. don't shoot arrows at skeletons. Creatures may have resistance. Resistances (slash/pierce/blunt) reduce damage of that type by 50% and are separate from armor. Each damage type interacts differently with the protection value and that is a separate mechanic from the damage type resistances.
Some afflictions are connected to weapon type such as arm loss.
Range restrictions on magic rituals and items and spells that can be used to boost ritual ranges.
Darkness and dark vision plays a more important role. Notably in deep seas, caves and sometimes during assassinations.
Global random events
Can build castle improvements like extra towers or extra supply storage
Province Defence dependent on the local population and some nations have easier or harder to organize it.
Reverse communions radically changed. Slaves do nothing as long as any master remains in the battle. However, if a master retreats the slaves cast and keep any buffs.
Major changes to recruitable SCs. The details are unclear yet.
Research cost goes up by level much faster. Not just fibonacci sequence but more severe. Example on normal: Level 9 is not 1800 points but 5000.
Leadership is now much more important. Includes both morale buffing and mitigation of low morale things like fear. The abilities are set at start of game and not by additions such as spells or items. So commanders now have a much more important role.
User Interface
From KO: "And a lot of UI improvements I'd say. It is annoying to test dom3 nowdays, since I miss UI features that makes dom4 more smooth." This implies GREAT improvement.
Scripts can be changed by individual spell or command by delete or by rewrite. No more rewriting an entire 5 slots.
Formations like line formation or skirmish formation.
Improved network support, turns can be resumed from any computer and turns can be marked as only half finished.
Verification of path and gem requirements of scripts is included. You will know if your mage can cast the script.
'Y' key hotkey improvements. No exact knowledge yet.
Greater detail in battle reports.
Inbox/Outbox and redo a message without redoing all messages.
Checkbox for use gems for ONLY scripted spells.
Unit information improved. eg: attack and total damage output values for each attack of the unit as well as the type of damage it does visible without drilling down.
The engine appears to be much faster. No details on why yet. Multi core use?
AI Improvements
Some AI improvements are pending. More detail coming slowly.
Pretender creation logic improved. No more all trash scales except LA Ermor. Ashen Empire and EA Mictlan always have awake pretenders (Edi: Did I interpret this right? Maer.)
Note: this post is being maintained by Maerlande. Errors and omissions should not be blamed on Sombre smile.gif"
Re: Dominions 4, parece que esta vez sí?
yo lo veo muy crudo, para que salga así en agosto.
la interfaz necesita muchas mejoras, para disminuir el micromanejo, algo como el dwarf fortress de mandar a hacer 3 escudos, 5 martillos con el menor numero de clicks. O un boton para entregar todas las esclavas al laboratorio. incluso planes de batalla al estilo HOI3 o victoria2
la interfaz necesita muchas mejoras, para disminuir el micromanejo, algo como el dwarf fortress de mandar a hacer 3 escudos, 5 martillos con el menor numero de clicks. O un boton para entregar todas las esclavas al laboratorio. incluso planes de batalla al estilo HOI3 o victoria2
Re: Dominions 4, parece que esta vez sí?
Viendo las screenshots, me he desinflado bastante.
¿No es el mismo juego?, ¿no deberia de llamarse 3.1?
Espero que por lo menos hayan mejorado de verdad el interface, aunque no costaba nada, haber hecho unos graficos un poco mas majo, o los mapas.
En fin, lo comprare igualmente, que imagino que se reactivaran las partidas en PDL.
¿No es el mismo juego?, ¿no deberia de llamarse 3.1?
Espero que por lo menos hayan mejorado de verdad el interface, aunque no costaba nada, haber hecho unos graficos un poco mas majo, o los mapas.
En fin, lo comprare igualmente, que imagino que se reactivaran las partidas en PDL.
"Los enemigos de España son tres: la Religión, los Moros y el Inglés"
Re: Dominions 4, parece que esta vez sí?
Yo me lo compraré si o si, es cierto que gráficamente es practicamente igual, que algunos añadidos como razas y hechizos ya se estaba haciendo con mods, pero también hay cosas muy interesantes, como partidas en equipo, el tema de los tronos, las modificaciones a la parte táctica (por fin formaciones en línea, cuanto lo habré echado de menos!!!) dicen que hay probablilidades de que metan una UI modeable y pequeños cambios...
¿Podría haber sido un mega-parche? podría haberlo sido, pero cuantos años llevamos de Dom3? esta semana se ha metido el último parche para este juego, en algún momento tienen que volver a cobrar algo, no van a estar metiendo cosas indefinidamente a coste cero, es de cajón.
¿Podría haber sido un mega-parche? podría haberlo sido, pero cuantos años llevamos de Dom3? esta semana se ha metido el último parche para este juego, en algún momento tienen que volver a cobrar algo, no van a estar metiendo cosas indefinidamente a coste cero, es de cajón.


Re: Dominions 4, parece que esta vez sí?
Dominions 4 is the same game as Dominons 3, in exactly the same way that Dominions 2 was identical to Dominions PPP, or Dominions 3 to Dominions 2. Dom3 was not just Dominions 2.5, was it?
Though in fact the jump from Dominions 3 to Dominions 4 is in many ways larger than any of the previous version transitions. The graphics are still sprite based, two sprites per unit. The maps still work the same way, except there are now the added types of special borders. A lot of other things are completely new, such as the team play mode, weapon damage types and the new leadership adjustments where leadership affects squad morale and even how many squads you can command before the penalties start stacking up.
The engine beneath the hood is still very much the same engine as before, but it has been expanded and its capabilities increased. The user interface, while similar, is NOT the same. Going back to Dom3 after learning to use the Dom4 interface is a royal pain in the ass because it begins to feel like you're fighting the interface all the time.
In short, don't make too many assumptions about things just on the basis of a few screenshots and the things that have been posted in public.
Though in fact the jump from Dominions 3 to Dominions 4 is in many ways larger than any of the previous version transitions. The graphics are still sprite based, two sprites per unit. The maps still work the same way, except there are now the added types of special borders. A lot of other things are completely new, such as the team play mode, weapon damage types and the new leadership adjustments where leadership affects squad morale and even how many squads you can command before the penalties start stacking up.
The engine beneath the hood is still very much the same engine as before, but it has been expanded and its capabilities increased. The user interface, while similar, is NOT the same. Going back to Dom3 after learning to use the Dom4 interface is a royal pain in the ass because it begins to feel like you're fighting the interface all the time.
In short, don't make too many assumptions about things just on the basis of a few screenshots and the things that have been posted in public.
- Haplo_Patryn
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Re: Dominions 4, parece que esta vez sí?
and easy wraparound mapping ???
Haplo is very angry for having bad neighbors
Haplo is very angry for having bad neighbors


Re: Dominions 4, parece que esta vez sí?
LOL!!KIM escribió:and easy wraparound mapping ???
Haplo is very angry for having bad neighbors
Re: Dominions 4, parece que esta vez sí?
Ok, Edirr.
If you improve the interface, it´s enough for me.
But i dream with better maps, and better sprites for the units.

If you improve the interface, it´s enough for me.
But i dream with better maps, and better sprites for the units.

"Los enemigos de España son tres: la Religión, los Moros y el Inglés"
Re: Dominions 4, parece que esta vez sí?
The interface is much better and like Conquest of Elysium 3, it can be changed by just replacing the component picture files (far easier than in Dominions 3, where it was not so componentized). So it can be made to look prettier without trouble.
Many unit sprites (most, in fact) have been reworked at least to some extent or even completely, so they look much better than the old ones. This is just not apparent from the screenshots, where they cannot be seen in enough detail.
Better maps, well, that is easier than in Dom3. The random map generator can produce full wraparound or partial (north-south or east-west) wraparound maps directly. Ballbarian has also promised to update his RanDom utility for Dom4, so we get the flexible user interface with all the settings easily. This can also lead to user produced maps that use the RMG graphics but are more pleasing to the eye. Then there is the option of doing maps by hand as before. And the RMG can also produce pure landmass maps (no graphics, just the seas and land) so it is possible to add your own graphics on top of that.
Many unit sprites (most, in fact) have been reworked at least to some extent or even completely, so they look much better than the old ones. This is just not apparent from the screenshots, where they cannot be seen in enough detail.
Better maps, well, that is easier than in Dom3. The random map generator can produce full wraparound or partial (north-south or east-west) wraparound maps directly. Ballbarian has also promised to update his RanDom utility for Dom4, so we get the flexible user interface with all the settings easily. This can also lead to user produced maps that use the RMG graphics but are more pleasing to the eye. Then there is the option of doing maps by hand as before. And the RMG can also produce pure landmass maps (no graphics, just the seas and land) so it is possible to add your own graphics on top of that.
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Re: Dominions 4, parece que esta vez sí?
Please, add an option to transfer ALL the gems/slaves, and I'll be happy
.
Really, I think that you should make the interface easier to use, and maybe allow to automate some options. When I have played 45 turns in a MP, I need 2-3 secretarys and some attorneys to play a single turn
.

Really, I think that you should make the interface easier to use, and maybe allow to automate some options. When I have played 45 turns in a MP, I need 2-3 secretarys and some attorneys to play a single turn

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Re: Dominions 4, parece que esta vez sí?
Buenas. Una consulta: Tiene/tendrá soporte para resoluciones modernas? 1920x1080 por ejemplo.