After playing a whole bunch of games...

problems I've noticed

Unit pathfinding doesn't have the proper weight to shun non-road forest tiles. My units will try to go through the forest rather than walk slightly around it, even though the path around would be faster. They also don't always seek road when they should, but usually are good about that.

Even on large maps with few opponents, starting locations tend (in my experience anyway) to be clustered together, with a lot of empty wasteland at the edges of the map. Contact happens too early in the game in general. There should be some kind of minimum traversable distance rule for start locations, and there doesn't seem to be. Wasteland ought to be mainly between opponents, not outside of them. Otherwise it's literally wasted space.

My sovereign currently can't cast spells unless he exits the city he's in. Even spells like Alchemy that don't involve him moving anywhere and that have infinite (or no) range.

I've seen Teleport fail and yet still go through the animation, sound effect, and deduct the mana. Or rather, the spell "succeeds" but actually teleports the sovereign to the same square he's on, rather than where the target square was.

It seems that clicking on the research spell icon on the bottom bar when nothing else is selected, and casting spells from there, doesn't always work the same way as manually selecting the sovereign and clicking "cast a spell" in that menu. Specifically, manually selecting the sovereign seems to lead to less spell failures and weirdness.

If units are in an army together, there's no real way to select which of them will be the target of a spell. With a spell like Arcane Weapon or Greater Mobility, the spell can't be cast on the same army twice, even though only one member of the army gets the benefit of it. The army has to be disbanded, and each unit has to be spelled individually on its own tile, and then they can rejoin the army. Just make a small menu so we can pick who gets the spell, and remove the "can't cast it twice on the same group" restriction, since it's not working right anyway.

Similarly, there's no way to cast spells on units in cities. The hypothetical menu mentioned above would also fix that.

The Terraforming spells are a cute idea, but for the time being they should probably be removed. The AI can't possibly use them intelligently, even in the best case scenario, and the player will abuse them. I know because I do. They'll be even more disruptive if the AI ever starts using navies, since it's trivial to landlock any open area of water.

If an enemy unit is adjacent to a city (as in can't get any closer without attacking it), and you send a unit to attack it, and your unit has to go through the city (in and out) to reach it, then your unit will exit the city on the same tile as the enemy without attacking them. This is because units must attack "from" a square "to" a square, and in a case like that there is no "from" square, as units can't attack directly out of a city.

When a city is founded, any units on the same tile (besides the pioneer that is founding the city) are displaced off the tile at no movement cost. They ought instead to be placed inside the city, since 99% of the time that's what the player will intend by having them there.

When a unit steps onto some quest tiles, their view radius drops to 1 until they move again.

In cloth map view, city names should rotate along with the view, so it's useful in more than one orientation and I don't have to crook my neck to read things. I realize real cloth maps don't do this, but then real cloth maps also don't have a fog of war, so it's not really a question of purism.

My sovereign just ran from a fight with a bear, and the battle results screen is from the last game I played before this one, except with my sovereign and the bear added to the list! Might want to look into that.

If you cast a spell with your sovereign in cloth map mode, the next time you go back into regular map mode he'll do the animation for it. Even if this is turns later. Similarly, the particle effect when founding a city will be delayed until the next time you go back into regular map mode. These animations shouldn't wait to be seen. They should just not happen in a case like that.

Once when I "went into" a shop, it offered to sell me midnight stones. They weren't an item in the list or anything, but that's what was visible in the portion of the screen where what you have highlighted is supposed to be. I clicked on another item before I realized what happened, and of course I couldn't get it to happen again. I wonder what would have happened if I had clicked "Purchase", though.

4,902 views 7 replies
Reply #1 Top

I have very similar issues with teleport: When cast from inside a city, it will do all the animations and sounds and mana costs, but either the person won't move, will get moved to just outside the city they cast it from, or it reverse teleports the group I was trying to teleport into (as was the case in my last game). Perhaps a pointer issue there? I have yet to run into a sovereign who casts spells, or has an attack power of less than 75... how do you get a 75 AP anyway?

 

I agree with the founding of a city displacing your own units -- very annoying, especially when you didn't see a wolf next to where you just dropped your city and your hero is out of turns, thus forcing you to find someone who can teleport to the city to help save it.

 

There's also the bug where the "glowing" effect on the ground from the random drops which don't go away after you've explored the tile and moved on. I'm sure getting rid of these would help reduce the memory needed to render the particle effects I assume they are?

 

Again, great game... just trying to make it even better!

Reply #2 Top

Oh and I do have one minor annoyance to complain about / suggest getting rid of: When you upgrade from Huts to Houses or Studies to Schools, can you remove the option of playing a "building" sound for EVERY SINGLE BUILDING which upgrades?? Every time I advance my tech which gives me one of these bonuses, my system lags and/or crashes (I run an X58, i7-920 w/ 6GB Detonator RAM and ATI 5870 1GB Video card) - I shouldn't lag or freeze up, IMHO.

Reply #3 Top

Quoting Rhoon, reply 1
There's also the bug where the "glowing" effect on the ground from the random drops which don't go away after you've explored the tile and moved on. I'm sure getting rid of these would help reduce the memory needed to render the particle effects I assume they are?
End of Rhoon's quote

 

I just started noticing that myself. I think it's a new 1.11 bug. Pretty sure it didn't happen in 1.1.

Reply #4 Top

Quoting Rhoon, reply 2
Oh and I do have one minor annoyance to complain about / suggest getting rid of: When you upgrade from Huts to Houses or Studies to Schools, can you remove the option of playing a "building" sound for EVERY SINGLE BUILDING which upgrades?? Every time I advance my tech which gives me one of these bonuses, my system lags and/or crashes (I run an X58, i7-920 w/ 6GB Detonator RAM and ATI 5870 1GB Video card) - I shouldn't lag or freeze up, IMHO.
End of Rhoon's quote

 

Yeah all that noise jumps me sometimes! lol

Reply #5 Top

Definitely agree with the suggestions coming up so far.  Here's a few more. :)

- Regular units need to have the option to trade/give items to heroes, or sell them in the store.  Sometimes a regular unit picks up items like salted port from killing creatures, but you can't get rid of them unless you use them.  In one case, I had one pick up a silver flute (I guess it killed the brigands on the map who got that item from failing a quest), but couldn't sell it!

 

- In combat, casting spells use all your movement.  But... you can do actions until you get down to 1 movement, and then cast a spell.  I think spellcasting should take 2 movement per cast, but then spells would need to be balanced accordingly too.

 

- Spells really need balancing.  For example, the combat branch spell "Arcane arrow" is still by far one of the best spells to cast.  20 minimum int, 1/2 int damage, 8 mana to cast.  No other spell in the game comes close to matching it in terms of cost vs damage dealt.

Fireball requires a fire shard, does 12 damage for 12 mana but has a 8 range limit.

Also, Mid level damage spells use like 50+ mana, making them impractical.  "Touch of Entropy" requries 64 mana for 30 damage, and only has a range of 1.  As for higher level spells that require things like 250 mana and such... well you'll cast it maybe once per game, or never even cast them.

The end result is I only seem to use the following spells:

Imbue champion, teleport, raise/lower land, heal and arcane arrow.  I used summon familiar a few times, but its not worth the 1 mana upkeep.  Great alchemy is good too, but not necessary (and getting 100 mana is a nightmare as it is).

Reply #6 Top

Some agreements and additions:

-- The Teleport fizzle is a major pain, especially when I have a city that may be attacked and I'm trying to get an army there first. Haven't noticed any particular rhyme or reason to when it happens; at first I thought it might be a feature rather than a bug, but I'm pretty sure it's a bug now.

-- You can't use the 'equip' button on newly-acquired NPCs until they have bought something in a store.

-- The store itself is flaky in correctly dealing with the 'your inventory' tab as you cycle through characters.

-- As per above, there is ongoing flakiness in what (unequipped) items you can sell or trade.

-- Again as per above, I love those terraforming spells (shades of Alpha Centauri), but they're awfully easy to get to (i.e., low level to learn) and awfully cheap to use. Heaven help us if the AIs ever figure out how to use them ("We'll just create this land bridge, lower this mountain range, and march right in.")

-- IMHO, Spell Blast is even better than Arcane Arrow, since it covers a wide area of the tactical field. Just keep pushing your character's IQ up. Between that and a good set of archers, many opponents never get close enough to engage you.

-- In fact, I was worried that archers were too powerful (shades of silverthorn arrows from BFME2) until I faced some squads with large war hammers and heavy armor. Holy crap. It's like using archers against tanks.

-- Tactical is flaky in numerous respects, mostly due to lag and to imprecise reading of the cursor's position. I've targeted a given enemy piece and done a right click only to discover that the computer thought I meant an adjacent square, so it either has my piece attack the wrong piece or -- far worse -- thinks I want to move my piece to that square and does so. That latter mistake has caused me to lose close battles.

-- Along those same lines, tactical needs to give better feedback on (a) the square you're targeting and (b) whether or not it's ready for you to act; for example, it should highlight the current square _it_ thinks you're targeting, and it should keep the attack/move cursor grayed out until it is ready to respond to your click. When I have an archer firing at an enemy unit, the first shot usually goes off well, but towards the end of large battles I find myself clicking 2-4 times before I can make the second shot from the same archer at the same target.

-- Some of the same target/act problems occur in strategic as well -- it can take 2-3 clicks to get a move to happen, and if you're not careful, you can end up going in the wrong direction.

-- Yet another tactical request: when the battle is over, let me decide when to exit the battle field. I'd like a few turns to use the Heal spell first, particularly if I'm going to be splitting up my army after the battle.

-- One of the big improvements from Civ3 to Civ4 (and thus carried into FFH2) is that Civ4 made city and resource management relatively automated and foolproof unless you really wanted to worry about it. Elemental feels like a big step backwards in that regard. I don't feel as though I've got the right information, UI and tools to manage resources and cities as well as the game requires.

-- Speaking of which -- I still haven't figured out how the AI opponents manage to build up their armies (or, more precisely, their faction power) so fast without going broke, running out of food, running out of citizens, running out of resources, etc. I try to match them and run into all those problems. And once you're weaker than the AIs, all they want to do is to demand tribute and/or attack you. Which is when those terraforming spells come in handy (particularly Erosion and Volcano).

-- While purists may scoff, there needs to be a better undo or quick save/quick load system. The current approach is awkward and a bit confusing (particularly sandbox vs. campaign).

I'm sure I can add more, but that's a good place to start.  ..bruce..

Reply #7 Top

I like to rotate the map so that north is at the top.  The only clue to this is the orientation of town names.  Therefore, I don't want to see the names orient themselves to whatever angle the map is currently displaying, as I'll lose the only means of determining north.