[.980] Inaccurate UI On Unit Design Screen

As the title implies, the Unit Design UI is not showing all of the attribute bonuses the unit will be receiving appropriately.

In this case, my city is supposedly giving three bonus levels to my units [NOTE: I have modded this feature for balance purposes.]  But in the unit design screen, the accuracy bonus is only based on a level one unit.

This inaccuracy could potentially be confusing as it seems like the Unit Design UI should accurately reflect all of the variables associated with the unit being designed.

I would appreciate it if others could check this out in the unaltered version, or other modded versions, of the game and post your findings.

Athica is granting +3 levels to units trained in this city.

 

New unit designs are not accurately reflecting the level bonus being granted by Athica.

 

2,200 views 7 replies
Reply #1 Top

Its the design screen your talking about, you can't design a unit around one city, that is why it shows the LEAST possible amount of Accuracy.

Its working as intended, im pretty sure.

Sincerely
~ Kongdej

Reply #2 Top

 

Yeah Kongdej is right.  Unit design can't assume any city specific info, you are creating templates.

Reply #3 Top

Design template is global, yes, but what about the build queue?

I am pretty sure I was seeing only the base stats when selecting a unit to build, without any city-level or empire-level (guild grocer etc) bonuses applied. Once the unit was completed, it suddenly had more HP than I was expecting based on the build menu selection. It would be good to be able to see these bonuses added up for us when selecting a unit to train, so we don't have to do maths that the computer should be doing for us :)

[Edit: enchantments fall into this category as well; if my city has Heart of fire, I would like to see that reflected in the stats when selecting a unit to train.]

Reply #4 Top

Quoting sratner, reply 3
Design template is global, yes, but what about the build queue?

I am pretty sure I was seeing only the base stats when selecting a unit to build, without any city-level or empire-level (guild grocer etc) bonuses applied. Once the unit was completed, it suddenly had more HP than I was expecting based on the build menu selection. It would be good to be able to see these bonuses added up for us when selecting a unit to train, so we don't have to do maths that the computer should be doing for us

[Edit: enchantments fall into this category as well; if my city has Heart of fire, I would like to see that reflected in the stats when selecting a unit to train.]
End of sratner's quote

 

A very useful request, this would indeed be handy. +1

Perhaps the OP should be updated.

Reply #5 Top

My understanding of build queue selection is that the unit queue is universal; the only things directly modified are resource/production costs, assuming the requisite building has been constructed in that city.  That said, if they could find a way to make unit queues more dynamic, like some per-essence bonus buildings, that would be a nice plus.

 

Reply #6 Top

Quoting Emperorjarin, reply 6
My understanding of build queue selection is that the unit queue is universal; the only things directly modified are resource/production costs, assuming the requisite building has been constructed in that city.  That said, if they could find a way to make unit queues more dynamic, like some per-essence bonus buildings, that would be a nice plus.
 
End of Emperorjarin's quote

Wait what?

Sincerely
~ Kongdej

Reply #7 Top

It would be nice to see all features of a unit being built in a city from the train menu.

I always get pissed when I can't tell what weapons or armor my unit will be training with (with upgradeable weapons and armor), and also what items they will be equipping.