Couple of issues I hope gets fixed


Two things I have ran into that I hope gets fixed.

 

The first one has to do with unit movement.

It may have been discussed before but the player needs to verify the path that the program chooses to move units.  Usually the routes are pretty good.  I find the biggest problem with unit movement is when the units need to cross the same path as other units.  First, why if the units are passing each other they can't use the same tile space to get from point a to point b.   As long as units don't end their turn on the same spot and are friendly, they should be able to cross paths.This actually brought something else to mind.  Is there a way to combine groups that occupy the same tile with out moving one off the tile then back on again?  This would be a nice feature to add if it can't be done.

 

The other issue is to be more transparent in what units are able to do and not to do. 

Example: I had a unit that casted Titan's Breath.  The first cast the unit was knocked prone and got back up right away.  I am not sure if this unit is immune or not.  I assumed it was.  I casted the spell again and the units stayed prone.  I was happy at first because this unit was tough. The part that got frustrating and weird is that even though the unit was prone, when I attacked it the unit was able to counterstrike.  So visually I watch the unit on their stomachs get up to counterstrike and then lay back down on their stomachs again.  It did it after all four of my units attack it.

 

In the second issue, what I'm trying to say is that if the HUD screen for tactical battles could display a user friendly stats of the attacking unit and the unit that will be defending.  This will help in deciding what to do in battles.  This will also help in finding bugs.  Right now, I can't tell if something is a bug or there are modifiers to units that make things act differently in different situations.

Some suggestions are to add: % chance of damage, % chance to resist spell, can the unit be knock prone, range of archers(should an archer be able to shoot from one end of the map to the other?)

2,966 views 5 replies
Reply #1 Top


I'm new here but from the few games I've played it seems the only time movement path on the map deviates from the fastest path is when there is an enemy in the way. I've noticed pioneers will change their path every turn to avoid walking through monsters and I might be wrong on this but sometimes it seems they even deviate enough to not end their turn near monster camps so as to avoid the monsters leaving the camp and attacking.

 

What I find more wonky with movement is when captuing or moving to a city , if you win or enter a city and no other units need direction, the game auto ends turn regardless if you have remaining move point on the units. If you have city ques empty because you decided to move units first instead of requeing you loose that turn of building. Now it seems that idle town time has its own benefits so loosing a turn of building is not so bad but I just prefer to get to choose when or when not.

 

I really am intrigued by the way it creates this almost real time feel in a turn based game, stopping only when certain things trigger. I imagine as I get more comfortable I'll probably love this feature as it will move games along. For now though I feel the need to micromanage each turn to stay competitive with the AI. Especially how moving through towns cost no movement points and what a huge help building them in straight lines does. I wonder if I could build outposts on teh six squares between towns and connect them to create a railroad of instant soveirgn responce of doom!!

 

But I digress...my fix has been to leave one unit idle somewhere whereby game is stuck unless I "pass" it's turn. I have to look in gameplay options.. mayeb a way to do this normally.

 

For tactical battles yes dodge %  and spell % please! :)

 

Reply #2 Top

It may have been discussed before but the player needs to verify the path that the program chooses to move units....


In the second issue, what I'm trying to say is that if the HUD screen for tactical battles could display a user friendly stats of the attacking unit and the unit that will be defending.  This will help in deciding what to do in battles.  This will also help in finding bugs.  Right now, I can't tell if something is a bug or there are modifiers to units that make things act differently in different situations.
End of quote

1: I completely agree, both of those 2 annoyances should be worked on, I would love to see how my units want to move before they actually takes the route, In other games I could keep the right mouse button pressed then move the mouse to find the path I had in mind.
Would also help alleviate the "We go wrong direction" .... Bug? or just oddity of coding. When your army decides the easiest way to go where you wanted is to go 700 miles around that huge mountain, instead of just following the road for a couple of miles.

2: Yes, more User friendly Interface during combat would be nice, another thing that would help me would be a "Combat Log" so I could go back and review how much damage I dealt, or if I actually resisted that spell.
Also showing buffs and debuffs, and I mean major buffs/debuffs (The one lasting 1 or 3 turns, dont think there is such buffs yet) would be nice if they were showing overhead of units during combat, like "Prone" (Essentially stunned for 1 round) , or "Curse" (Takes full damage the next 3 rounds).

Sincerely
~ Kongdej

Reply #3 Top

Quoting Horsesfly, reply 1
What I find more wonky with movement is when captuing or moving to a city , if you win or enter a city and no other units need direction, the game auto ends turn regardless if you have remaining move point on the units. If you have city ques empty because you decided to move units first instead of requeing you loose that turn of building. Now it seems that idle town time has its own benefits so loosing a turn of building is not so bad but I just prefer to get to choose when or when not.

 

I really am intrigued by the way it creates this almost real time feel in a turn based game, stopping only when certain things trigger. I imagine as I get more comfortable I'll probably love this feature as it will move games along. For now though I feel the need to micromanage each turn to stay competitive with the AI. Especially how moving through towns cost no movement points and what a huge help building them in straight lines does. I wonder if I could build outposts on teh six squares between towns and connect them to create a railroad of instant soveirgn responce of doom!!
End of Horsesfly's quote

1: Well sometimes the movement messes up and gives you a path that is just... wrong. Besides its just nice to check sometimes.

2: Well "Auto End Turn" does that to you, if you want more control you can turn off the "Auto End Turn" in the options somewhere, I prefer this. I cant say I like how everyone wants they're game to look real-time, pain in the ass if you ask me.

Sincerely
~ Kongdej

Reply #4 Top

I can understand an issue of moving more troops through a space that can only accommodate a finite number of bodies.  This shouldn't be the case for cities though, and is annoying that pathing gets jacked because a city is full of units.

On the other hand, I would not be opposed to having cities cost more movement points to move through based on the size of the city.  Would also tone down city sprawl on Sovereigns who makes cities into long lines for cheap troop teleporting across vast distances.

Reply #5 Top


If the space is packed with units then I understand not being able to go through and maybe this was the case. I don't remember the exact number but still if there was a way to verify the route taken then it will get rid of the issue of thinking the stack of units you order to go somewhere don't get there in the most efficient way due to some issue that wasn't foreseen.  If I know the path ahead of time I will know if a city is full or a tile has the max units on it.  I can use this information to find a way around these issues.  I've had units that had to get off the road because a caravan which can be barely be seen was on the road.  This really puts a kink into plans when thinking the units will be in place but know after the units moved it will take extra turns to get there when the units decide to get off in a bunch of trees.  I say the person playing the game should ultimately decide how the units get to where they need to be.  I also had another time when I wanted to get back to a city of mine and the program took the shortest route which ended up also being the most dangerous route.

 

Far as cities goes.  How many units can they hold?