[0.51] Requested features

I am really enjoying the game and already have many hours logged away. There are however a few things I think would really help it along:

1. In tactical battles, before an attack takes place, allow the player to undo the movement. I have often clicked on the wrong square and screwed up my battle. Having an undo would be great. Before attacking there aren't any spoilers so there shouldn't be any issues game-play wise.

2. When you ask a player to leave your territory they should remember that for a period of time, say 15 to 20 turns. Gets quite annoying when every turn you are forcing back the AI pioneers before they can settle into your homelands. I'd actually be really happy if borders could only be crossed if you had an alliance with them.

3. Often you are casting the same spell unsuccessfully over and over such as 'Slow'. It would be nice if each time a spell was unsuccessfully cast it reduced the target magic resistance a little. (like reverse maul).

4. I'd love to have random city names. Once you get to know the names in the game you have a very clear picture of the opposition empire before you even explore into it based on how far along the list a city's name appears.

5. Identical units that happen to go before the other units are still often locked in behind the front line and so waste their first turn. Please rearrange this so players can either set-up their own placement in battles or ensure the order troops attack is taken into consideration when placing them - not just relying on their class for placement.

6. When you declare war I'd really feel better if there was a 'Are you sure?' screen just in case you accidentally click on it.

7. The Turn button with green and yellow is hard to differentiate for those of us who are colour blind. Perhaps an icon would be good.

8. Following on from the Turn button, please introduce an option to have a pop-up if cities stop producing. The ZZZZZ is terribly passive and you lose sight of it anyway once you have a reasonable number of cities.

 

39,719 views 6 replies
Reply #1 Top

3. or what about allowing you to recover 50% of the spent mana?

Reply #2 Top

3.

That would make a high spell resistance less useful. It would be better to have a spell that reduces the spell resistance of the target and another spell that reduces the dodge of the target.

Reply #3 Top

 

 

 

 


I am really enjoying the game and already have many hours logged away. There are however a few things I think would really help it along:

...


4. I'd love to have random city names. Once you get to know the names in the game you have a very clear picture of the opposition empire before you even explore into it based on how far along the list a city's name appears.

 

you can already see how many cities they have in the diplomacy screen and the govern menu, so you don't actually have to guess based on the city name list :)

 
5. Identical units that happen to go before the other units are still often locked in behind the front line and so waste their first turn. Please rearrange this so players can either set-up their own placement in battles or ensure the order troops attack is taken into consideration when placing them - not just relying on their class for placement.

 

yeah I noticed that, too. I think that may acually be resolved when more tactical battle maps get added later in the beta. some maps are just not very well suited for larger groups (for example the "narrow forest corridor" map where you have forest left and right and only about 4 tiles wide corridor to fight in). maybe the game will pick those maps less often if there's a bigger variety of large and small maps available later. 


 
 

8. Following on from the Turn button, please introduce an option to have a pop-up if cities stop producing. The ZZZZZ is terribly passive and you lose sight of it anyway once you have a reasonable number of cities.

 

i second this :) there's nothing wrong with having an option like this. if they don't want too much "hand holding" in the game, they could always just turn that option off by default and give the player the choice of using it or not. 



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EDIT: seems i messed up that quoting thing a bit :)bolded my comments to make the distinction clear

 

 

 

 

 

 

Reply #4 Top


1. In tactical battles, before an attack takes place, allow the player to undo the movement. I have often clicked on the wrong square and screwed up my battle. Having an undo would be great. Before attacking there aren't any spoilers so there shouldn't be any issues game-play wise.
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Seconded. Especially with the camera angle seeming to effect what square you actually "clicked" on, as compared to where you *think* you clicked...


2. When you ask a player to leave your territory they should remember that for a period of time, say 15 to 20 turns. Gets quite annoying when every turn you are forcing back the AI pioneers before they can settle into your homelands. I'd actually be really happy if borders could only be crossed if you had an alliance with them.
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This, and the messages about, "player x is growing out of control, we must do something!" which show up EVERY TURN until you tell the AI to screw off.


5. Identical units that happen to go before the other units are still often locked in behind the front line and so waste their first turn. Please rearrange this so players can either set-up their own placement in battles or ensure the order troops attack is taken into consideration when placing them - not just relying on their class for placement.
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My issue with this is more when, say you have a mage champion who happens to have a melee weapon. They get stuck on the front lines and it just so happens the enemy, this battle, has a high init bruiser who one-shots your mage because, of course, his/her defense stat is non-existent. Or the system decides, "I'm gonna stick your primary melee unit(s) 2 squares from the enemy and 5 squares from your rangers."


6. When you declare war I'd really feel better if there was a 'Are you sure?' screen just in case you accidentally click on it.
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Or just about anything you can't take back easily. Possibly make this an option so people who don't care can screw up at will?


8. Following on from the Turn button, please introduce an option to have a pop-up if cities stop producing. The ZZZZZ is terribly passive and you lose sight of it anyway once you have a reasonable number of cities.
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You can sort of achieve this by setting the option to auto-turn if you don't have any units without move orders or cities without build queues, but there are other things which make this option highly annoying.

 

Edit: aaaand... this forum has no idea what a multi-quote structure is...

Reply #5 Top


 2. When you ask a player to leave your territory they should remember that for a period of time, say 15 to 20 turns. Gets quite annoying when every turn you are forcing back the AI pioneers before they can settle into your homelands. I'd actually be really happy if borders could only be crossed if you had an alliance with them.
 
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some trimming to get right to the point. Actually that goes both way as I constantly abuse this to travel through AI lands as well and they have to do the exact same thing every turn or almost every turn. Sometimes I think they feel like it's hopeless too and don't bother asking. I'd say the real fix would be a 3 strike system. 3 strikes and automatic war.

quoted from Schattenjaeger's post:My issue with this is more when, say you have a mage champion who happens to have a melee weapon. They get stuck on the front lines and it just so happens the enemy, this battle, has a high init bruiser who one-shots your mage because, of course, his/her defense stat is non-existent. Or the system decides, "I'm gonna stick your primary melee unit(s) 2 squares from the enemy and 5 squares from your rangers."

This is why I've been saying for a week now, Larger Battlefields. Why? More room to deploy so units don't have to waste a turn because they are blocked by the rest of your units. City Defenders can all fit on the field instead of off the field in the black gridless nothing, and so that there is a few extra tiles seperating the armies. Charge can be buffed to accomodate.

Reply #6 Top

You can use tab key to jump between units and cities with no orders. It used to be only for cities but it now goes to cities as well. Very nice for larger empires.