[1.12] Bugs & Annoying things

 

Hi,

There are my bugs/thoughts/wishlist collected after ~10 games with different maps sizes. All at challenging/challenging difficulty.

Bugs

B1. Upgrading warg rider frequently crashed the game. Not happened when moved unit by 1 tile and applied upgrade.

B2. Was not able to cast blizzard due to my units presence in casting region. Even not able to bypass this cast and finally was forced to apply auto play mode. I really want to be able to cast even if my units die - don't care, it was final battle and game was already won.

B3. ALT+TAB doesn't work as expected like in other games. The game is not minimized and shows on after moving focus to other window.

B4. Crashes after 5+ hours in game. Reload last save helps.

B5. Deleting unit/building from city build queue doesn't return allocated resources (allocated when adding it to queue). The resources are wasted.



Annoying things

Path finding. There are a few related things to it.

A1. AI always enter my border and roaming with units/pioneers etc. I really don't want each turn dig into dialogs just only to say them 'get out of my territory'. But AI always ask me politely to move out. I understand it - AI has super CPU to handle such nuances. I would like to have the same AI's behavior like in CIV4 - can enter only if we have 'open borders' or at war.


A2. Don't understand why can't move my army to tile with other army. It is possible only at war. It leads to in-proper units movement - stack moves out of the road and loses movement points. On the other hand there are frequently icons with two or more stacks/units on the same tile. It is really frustrating and has something in common with CIV5 (fatal in my opinion) design,

A3. Can't stop stack when already moving and wrong route (in my opinion) has been selected. Let's say I want to move a stack from point A to B. Distance from A to B is two tiles without road. A is connected to road_A. B is connected to road_B. And when moving from A to B the road 'around the world' is selected. Why?. The only solution is to move tile by tile. It is really annoying.

A4. Have no idea where my stack/unit finish move when give an order to move - mostly when using roads as a part of a multi tile move. I really want to have such helpers as in CIV4.

Other

A5. Can't easily move icons in city's building queue when a lot of things is in queue. And similar - can't add unit/pioneer at the begin of queue. P lease solve the problem.

A6. Due to multi-threaded design I frequently faced situation when event A shows then event B (battle) shows and after this the game returns to A. It leads to situation (a few times) when I finished game and after final screen the event A appears (AI ask for help).

A7. Can't play after a game is won/finished. Please add option like in CIV4 - a few more turns .

A8. Can't build roads. Why?. I want waste my pioneer time just to build my roads. Pleeaassee. Building roads using outpost don't help either and outposts are connected to road in unpredictable way and my final outpost which shall connect road_A and roadB does't do it.

A9. The automatic road placement is fatal. Frequently roads are routed through monster lair - probably the CPU is protected from monsters attacks when building roads or the CPU is the most dangerous monster so other don't event try to attack :grin: .




Wishlist

W1. Can move my stack to already occupied tile by AI's army.

W2. Manual roads building via pioneer or other dedicated unit.

W3. Movement helper (blue dots/arrows) as in CIV4.

W4. Alt+Tab minimizes game window in non windowed mode (full screen).



Questions

Q1. How to remove FOW? After finishing a game I would like to know what other monsters are present.

 

Except the above game is really good.

 

 

 

 

 

 

 

 

4,484 views 5 replies
Reply #1 Top

Another good list but...


Except the above game is really good.
End of quote

this is something I seriously disbelieve. There are quite a lot more bugs than that.

B3/W4: A working windows key would be nice too. Apparently not cleanly implemented - an error in the graphics driver kills the application.

Reply #2 Top

I have to say I love the way ALT+TAB works in Fallen Enchantress.

Reply #3 Top


B2. Was not able to cast blizzard due to my units presence in casting region. Even not able to bypass this cast and finally was forced to apply auto play mode. I really want to be able to cast even if my units die - don't care, it was final battle and game was already won.

End of quote

The other mouse button should cancel the cast - after asking for confirmation.



B3. ALT+TAB doesn't work as expected like in other games. The game is not minimized and shows on after moving focus to other window.

End of quote

That's because FE always runs in a window. If you set the resolution to "Desktop", it paints over the window border, but it's still an almost normal desktop window.

I like it because with two monitors it means I can easily move in&out of the game.

Even if you don't like it, its only an annoyance, not a bug - the game doesn't crash, and the other windows are not negatively impacted by FE behind them.

BTW, <Windows>+<D> does "Show Desktop", which minimzes all windows including FE. After that you can un-minimize only the windows you wnat to see.



B4. Crashes after 5+ hours in game. Reload last save helps.

End of quote

FE is still leaking some memory, most of it with save&load. A large, fully visible map seems to need about 0.8GB RAM, and each loading needs another 0.3GB or so.

A warning sign for an imminent crash is when you don't see water after loading (only the "ocean floor").

Otherwise it rarely crashes (at least for me).

 


B5. Deleting unit/building from city build queue doesn't return allocated resources (allocated when adding it to queue). The resources are wasted.

End of quote

I'd consider this an annoyance: It may be a conscious designed decision.




A8. Can't build roads. Why?. I want waste my pioneer time just to build my roads. Pleeaassee. Building roads using outpost don't help either and outposts are connected to road in unpredictable way and my final outpost which shall connect road_A and roadB does't do it.

End of quote

Get a hero with path of the governor, and level him until he gets it (someone has it from the start).

Or play a custom faction with Mancer blood (from Workshop). The description popup doesn't tell they can build roads :-( but it's mentioned in the wiki.



Q1. How to remove FOW? After finishing a game I would like to know what other monsters are present.

End of quote

Google the cheat keys and how to enable them.

 

Your annoyances with movement and road building are classics - your choice if :-) or :-(

----

Edit: And I see the multiple quoting is as wonky as ever :-)

Reply #4 Top

Re: the window behavior.

I am not sure what led to the decision to have the game be the way that it is, but this is a standard of Windows applications that should not be violated. I'll forgive this currently as a technical artifact of the game's current implementation, but it's clear to me that this is a bad decision, and this decision should be changed. As a general rule of thumb, if one finds yourself branching out from Windows standards and doing something extremely unusual in terms of window management, one should reconsider.

 

Reply #5 Top

Quoting mmilleder, reply 3

Get a hero with path of the governor, and level him until he gets it (someone has it from the start).
End of mmilleder's quote

If that really is The Solution for road building, then the road building skill needs to be made way more common.  In my current game, I have two Path of the Governor champions.  One is leveled into the high teens, the other is mid-twenties.  Neither has been offered road building skill yet.  This is a major annoyance, given that the only reason I leveled them at all after getting PotG was so that they could learn to build roads.

I'm going to have to go with the OP here:  More units should to be able to build roads regardless of their race.  Having to go the entire game with only the weirdly-routed roads that the game automatically places because you're a non-Mancer faction and the RNG refuses to give the skill to any of your governors is ridiculous.  Or, alternately, improve the placement of roads connecting cities/outposts - e.g., in addition to the current roads, also build roads between any cities/outposts whose areas of influence overlap, even if the road network already connects them by way of other cities/outposts.