Please Read: List of Annoying Things that IMO Should Be Fixed

The following is a list of problems that may not be strictly bugs but in my opinion should be addressed:

1) Annoying: Unable to control movement point on roads: when you move on a road there is no way that I know of to control how many movement points are left.

2) Annoying: Also there is no way to know where your units are going to end up BEFORE you make any movement. In other games (IE Age of Wonders) you click once on the tile you want to go and a trail appears on the map stating clearly where each turns would end (let's say your movement would take 3 turns to complete: you would have a small number 1, 2 and 3 in the tiles where you would up end each turn). Then you may decide to click a second time and actually complete the movement. In other words you have to click twice if you want your unit to move. That may seem not important when you move on regular land with just a couple of MPs, but when roads are involved it gets tricky and often you may end up next to a bad guy you rather not meet.

3)Unrealistic: I can get money from diplomatic arrangement in order to attack someone, but then the leader that just paid me to do that can very well get angry and attack me. SOLUTION: Leaders should not be willing to compensate the player for declaring war to one of their friends.

4) Definitely a BUG: In tactical battle eating in order to recover hit points can only be done INSTEAD than moving. That is a bug because it only happens if you have no other thing you can do instead than eating. IE: your hero is wounded and decides to move and eat some bread. He can do that only if he also has a spell to cast or another action he can do. In other words the tactical turn automatically ends as soon as you end your movement if all you have on you is something to heal yourself with. therefore you are forced NOT to move if you want to use that item. BUT if you also have spells to cast or other actions you can do, then the system considers that your turn may not be over, and you can then use your healing item instead that whatever.

5) Annoying: battles sometimes start with your units being attacked  and killed before you can do anything at all. To me that is (kind of) ok if the enemy throws something at you from the distance but it's very upsetting having a battle start where the computer first chooses to put you at a close distance from your enemies that they can just walk up to you and proceeds to kill you before you even take control of your units. SOLUTIONS: have units start a bit further away.

6) If horses have no dodge but only arrow dodge skill there is no point in ever making a knight. Horses are in fact only useful for archers. (To me having a medieval fantasy game where knights are pointless compared to wolf riders is quite silly.) SOLUTION: give random skills to the animals you can find for sale (maybe horses would tend to be faster and wolves would add a bit of attack)

7) BUG Sometimes the icons of newly designed units appear black (blank) on the left side of the screen.

8) VERY ANNOYING: units lose all their movement points when regrouped with units with 0 MPs. They should still be able to continue their damn turn if they decided to do so!!!

9) BALANCE: Archers are REALLY too powerful in this game, to the point of complete lack of realism!  That is not because their strenght is too much but becaus ein real life an archer woul be A LOT less accurate. My suggestion is to have the distance have an influence on the chances to hit and also have a chance to hit the units surroundingf their target by mistake. Shouldn't be too hard to implement and would still make arrows a great weapon to have!

10) In tactical battles champions schould be able to switch weapon (by losing their tactical turn) IE: retreat and grab a bow once wounded etc...

11) AI spiders and golems should stop webbing enemy archers (which they do all the time). They wouldn't move anyway.

12) a VERY ANNOYING thing: is when you try to deal with groups of units present on the same tile. For example how do I put my unit on a tile if a pioneer is on it? Don't answer "I can't", because I can, but only if I am lucky enough that BY CHANCE it ends its turn on it. If instead I click on the pioneer I get no movement and instead the diplomacy window opens. Alsohow do I combine without moving them, units taht are in the same tile? My suggestion is to have a shortcut kyboard key (control?) which allows to switch the target on a tile. IE: I want to move over a pioneer? If I put the cursor on it and press control I should routinely switch from the pioneer (to interact diplomatically) to the tile (to move) to whatever other unit is on it (to do whatever).

13) SUGGESTION: among the various injuries a unit can suffer there should be also the death of the mount (which of course wouldn't affect the unit itself or would have no effect if the champion has no horse or wolf.)

14) Annoying: On the UI, when opening the city interface (the one where you hgire units or build stuff) there are two arrow on the top which allow to switch from a city to the next. IMO that shold be done with a keybord shortcut as well but in any case the arrows should be on the BOTTOM of the interface not on the top, so that players could rapidly click several times and switch cities instead than having to move the mouse (since the interface open upward and the arrows on different cities are at different heights depending on how many buildings are in the list in each specific town)

 

:)

9,284 views 10 replies
Reply #1 Top

+1 on everything. Well, except (5). This works to my advantage because I tend to make initiative my first priority. ;)

EDIT: I don't think that (9) archers are too powerful either. They have low intitiative and weak attack. What I like about your proposal (and Age of Wonders) is that there should be some incentive to move them.

Note that (8) is only part of the problem with movement points (as reported elsewhere).

Reply #2 Top


Totally agree about movement... you should have to click twice, and there should be numbers showing the time necessary to make the move.  This is the ONLY turn-based strategy game I've played (and I've played a lot) where this isn't available.  It's Interface 101.

I also agree about being able to switch cities within the build interface by using keyboard shortcuts... this is a fairly standard option for most games made in the last ten years.

Great game overall, just needs a little bit of polish on stuff that should be pretty obvious.

Reply #3 Top

Agree with most things, except (9). In fact there is a thread om making archers better somewhere.  :)

The thing that balances archers is the tech takes a while to get, especially higher level bows and damage is weak against armored targets.

 

I always go for mages rather than archers if I have crystal since they have no issue with armor.

Item (2) is the one I want most since it would help with the "quirky" path finding but it has been asked for many times so I assume this is something not easily done in the current game code.

Reply #4 Top

In general I agree too, good list.

Reply #5 Top

Horses increase weight capacity which means your units can wear lots of heavy Armor without losing initiative. Archers don't do much against armored Knights.

Reply #6 Top

Quoting sweatyboatman, reply 6
Horses increase weight capacity which means your units can wear lots of heavy Armor without losing initiative. Archers don't do much against armored Knights.
End of sweatyboatman's quote

 

In FE or historically? The French nobility at Agincourt would disagree, for the latter ;)

Reply #7 Top

I also agree (except 5 - assuming AI had higher initiative, so (multithreading) started some spells a bit earlier :-))

good list

 

 

Reply #8 Top

Quoting Nibelung44, reply 7



In FE or historically? The French nobility at Agincourt would disagree, for the latter
End of Nibelung44's quote

Just because I can't stand an inaccuracy based on partial facts.  Agincourt was an exception not the rule, (Poitiers and Crecy for that matter as well). The English longbows were successful because they were deployed effectively in difficult terrain, behind a barrier or obstacle that crippled the speed and mobility of the knights.

Under most circumstances, unprotected archers vs. mounted cavalry... I'd bet on the cavalry every time.

 

Reply #9 Top

> Under most circumstances, unprotected archers vs. mounted cavalry... I'd bet on the cavalry every time.

Well, since we are talking about history, I'll note that at that specific period of history the English were damnably good at protecting their archers, and the continental locals were damnably good at being goaded to attack those well protected archers. Anyway, back on your speficific subject, the cavalry charge wasn't really ever considered obsolete until the invention (and wide deployment) of the machine gun...


 

Reply #10 Top

You forgot one!

 

The thing that annoys me the most is when I move a Sov/Champion out of a city. For example, I move my Sov/Champion out of a city moving north on a road. I then want a few of my troops located in the same city to move out of the city and travel south. As soon as I move the troops out of the city they automatically move to where I just moved the Sov/Champion to the north. This is REALLY ANNOYING!