PLEASE give us "quick move / quick attack" in tactical battles!

It makes the game slow as sludge without it!

The game needs a mode where animations are off and units just quickly zoom to their new positions when you move them in Tactical mode.  Also have a setting where fights instantly resolve and the damage numbers fly out.  You might think I'm being ADD or something but the fact is sitting and watching these animations of a guy walking 1 square of distance, multiplied by 1000 times is a shit-ton of wasted time.

 

Also why is there no hotkey for next-unit?  And units should also grey out or something similar once they have already moved.  This is all just normal, expected functionality for a turn based game;  none of it has ANY downside (as it's all optional anyway) and without it you really frustrate some gamers, most notably ME! =]


Thanks so much guys, keep up the great work otherwise.

 

-Keith

24,270 views 40 replies
Reply #1 Top

It's more work in the animation department, but I would also/instead like to see a system more like MoM; the attack and counter attack are displayed simultaneously, in one "battle" animation. Like keith, sometimes I'm irritated by how slow combat goes, especially for small fights that I'd otherwise use autocombat for (except sometimes I have a specific plan for mana management -- so perhaps another suggestion is to have an asked-each-time option for that).

For that matter I would also like a cursor shadow on the battlefield. Sometimes eyeballing it is wonky.

And +1 on a next unit button. Any turn-based should have this (on the world map, too).

Reply #2 Top

ya.  How about also a "fixed camera" mode, can't STAND messing with a camera in games.  When I am fixing the camera it means that I am not playing the game and the developers didn't do their job and find a good view for me so I could just play.

 

Honestly, the more I think about the combat the more I get angry because it's SO close to being awesome but like ten little things just drag it down.

Reply #3 Top

I second, faster/simpler animations option should be present.

And few fixed camera positions would be cool too. Like "top-down", "isometric", "from behind my forces" etc.

 

Also, I would like something in between "quick move" where units teleport to the new tile and the fully animated moves - so I could still see their path, like in any other strategy game (Civ, MoM).

 

Also, why didn't you guys use all the options from GalCivs? I miss "always use tactic battles", for example

Reply #4 Top

I often use a mounted archer sovereign, and those animations can take surprisingly long times to finish displaying; i end up right clicking the next target repeatedly while waiting for the attack animation to finish; it seems like it pauses a bit after finishing as well. It may take as much as 10 seconds; it seems like it waits until the mount is in a particular position before firing. (Which is probably because in the earlier version the mount would snap to a particular position when attacking, which looked bad.).

The game also seems to bug a bit with the occassional counterattack; enough so that you can't give further commands. The only way out of that I've found is with auto-resolve. I got that in a fight for the legendary armor of azure (sp?), I auto-resolved and won, which bugged the mission. (I didn't get the armor, the quest is still there, but nothing happened when I went to the quest location).

I guess what I'm saying is, some more work is needed here, unfortunately I can't be more specific. Sometimes the game does switch to quick move-ish mode, but I see no rhyme or reason to that either; it's not something I make it do on purpose.

 For the 'next unit' key, though, use 'pass' (space bar) to switch to the next unit in tactical combat. It doesn't work in global, though, and you end that unit's turn, but still.

Reply #5 Top

i dont think we need an option

 

animation SHOULD be way faster and also the whole gameplay should be cut a lot

 

there are too many pauses between turns and movement

 

after these polish passes i think the speed is fine and enjoyable

Reply #6 Top

Quoting Zard0z, reply 3
I second, faster/simpler animations option should be present.

And few fixed camera positions would be cool too. Like "top-down", "isometric", "from behind my forces" etc.

 

Also, I would like something in between "quick move" where units teleport to the new tile and the fully animated moves - so I could still see their path, like in any other strategy game (Civ, MoM).

 

Also, why didn't you guys use all the options from GalCivs? I miss "always use tactic battles", for example
End of Zard0z's quote

You have the standard camara positions on the main game (number keys 1 to 4). as for the camera position on the tactical battle I can't change it at all.  I would love to watch from the other side so that my units and the information on them would be on the same side of the screen!

Reply #7 Top

I definitely want a "quick move/fight" option in the tactical battles.  Waiting for the smoke to clear from Infernal is infuriating.

Reply #8 Top

It would also be nice if you could click on the opponents portrait to attack him as sometimes clicking on the opponent doesn't register (seems like I have to click right on their foot or my guy registers it as a move command instead of attack). But I think clicking the skip turn does the same as next unit function. Am also noticing now that I get a lot more enemy morale /panicked in situations were they should put up a fight. Plus they just stand there instead of trying to flee. 

Reply #9 Top

Stardock, please sneak this into 1.08!  I'm excited to play but the battles are just so slow!!!

 

They're honestly one of those things which makes me wonder if ANYONE played this game before release.  Like, if you have 6 or 7 archer units, fighting against a big army, it seriously takes FOREVER and it shouldn't!

Reply #10 Top

Humbly bumping for this thread's wisdom -> 1.08

Reply #11 Top

Has anyone run into a bug that does exactly this during battles? A battle will start, and I click the ground where I want my unit to move. And he instantly goes there in a blink of an eye. If I'm fast enough I can move everyone else before the bug stops. But after clicking end turn it stops and goes back to the normal snail pace. So it seems to me that the code is there in the game to make it happen, it's just that they're trying REALLY hard to force things to move slower.

Reply #12 Top

 

Yes faster movement in battles would be nice.

Quoting Zard0z, reply 3

Also, why didn't you guys use all the options from GalCivs? I miss "always use tactic battles", for example
End of Zard0z's quote

Zard0z you can in options set minimum size need for tactical battles to 0 IE you get ask every-time for battlemap/autoresolve.

 

Ahroo I seen it in my last game my unit TPed to the end zone, it was the first time I used a demon so I thought they always Teleported until the second turn.

Reply #13 Top

I vote for faster tactical movement / actions too!

 

Watching Archers shoot < Watching paint dry

Reply #14 Top

 Yeah, quicker combat animation and actions would be a good thing, especially after what I just experienced. My stack had just taken an enemy city, and on the very next turn he hit me with 9 stacks in succession, when the last one was defeated, I had a very rare(for me) CTD. The 9 attacks took about 50 minutes to resolve, so I was annoyed enough to hazard the auto combat after reloading rather than fight it out again. Lost my second best caster and one catapult, so within my exceptable casualty range.

Reply #16 Top

I would actually prefer an option like this as well.  Sometimes I like to watch and other times I want to move through the battle quickly.

Reply #17 Top

I'd love to be able to skip the animations as well.  Or just speed them up to 10x or so, so I can see where numbers are going but don't have to wait.

Reply #18 Top

still not playing the game again until they implement this. 

Reply #19 Top

I'm signing on with this thread.

Reply #20 Top

I defintely think this important and a magic/no magic button for auto resolution of tactical combat. I hate seeing my sovereign lose 5 mana in a big party auto resolving combat with 2 spiders; it really bugs me. :blush:

Reply #21 Top

Brad has already said that the option for fast movement (in the Options) should also apply to the tactical battles, so I'm sure that will be in soon.

Reply #22 Top

"Stardock, please sneak this into 1.08!  I'm excited to play but the battles are just so slow!!!"   Yes

Reply #23 Top

Signed.  Watching the little guys move around is fun the 1st two or three battles, after that it's a drag.

 

Reply #24 Top

A tactical combat speed slider would hugely improve playability. In addition to a quick move/skip animations button. Another thing that would help would be the option to select another unit and order their attack while the previous one's animation is playing out. Letting it carry out it's attack semi simultaneously would be nice if its possible without creating exploits. Otherwise queueing the orders would be helpful. Also if I select another unit while and animation is running, stop the auto select next unit function selecting a different one when the animation finishes.

I mean currently if you have a full stack and attack a full stack, it's worse then having a full party Ultima 4. Just moving to a striking position in every battle becomes the tedious equivalent of working on a spread sheet.

Reply #25 Top

Quoting AndonSage, reply 21
Brad has already said that the option for fast movement (in the Options) should also apply to the tactical battles, so I'm sure that will be in soon.
End of AndonSage's quote

Fast movement as it is now is extremely ugly - it's teleporting to new position. A faster or less detailed animation between full animation and teleporting should be present. And we need a separate setting for tactical battles, I like how units move on strategic map (except their speed)