I really like the tech implementation, but I think most of all I like the possibilities that this tech system opens up. What I'd really like to see if every tier having a large amount of techs, but every tech being relatively unlikely to show up. That way you really do have different, semi-random journeys through the tech tree, rather than just having to wait one more breakthrough for an unlikely tech to show up. As it is currently implemented, it seems like either that's th
drewthecow
I don't see the bug 'damaged groups turn into a single guy when loading a save' or 'damaged groups can lose men when leveling up' in there. To me, those are pretty important bugs. (Edit: I should have refreshed the page to see the hundred replies before mine after reading this monster)
I played Dominions for a while. It's a fun game that seems to follow the balance philosophy that Marvel vs. Capcom does: if everything if broken then nothing is unbalanced. It's amazing how powerful some of the end game spells and units can get (A single properly equipped epic summon can destroy armies without getting injured), but everyone can get them and part of the strategy of the game is getting to one of the world-breaking powers first. Actually, in many ways the magic syste
Likely this is due to the tactical combat threshold in the game options. If you set it to zero it should always give you the option of tactical combat.
A couple of suggestions to make the UI smoother: -A lot of players seem to be missing the little x that lets you cancel an item in queue. Make it red and I bet very few will miss it. -There should be a link (is there? did I miss it?) from unit details to unit equipment and spells. -The empire tree would be more useful with three different colors for the city borders indicating: a. I am not doing anything. b. I am buildin