Vote for 1 tile - with appropriate city detail art and ZOC changes.
jbrowne21
Couple of suggestions Non-Magical Attacks Spy NPC Champion - Infiltrate and open the gates/poison water/trigger unrest Diplomacy - Force a Duel Magical Attacks 'Corrupt Soul' - Corrupts an NPC, luring the City Defenders outside the city. [Expensive] 'Flee' - Causes NPCs and citizens failing a test to f
Simple suggestion - assign F5 to quick save. Common in most games and compliments the traditional save menu. Quick save is your friend, but only if you remember to use it :-)
Character screen By adding a left and right arrow to the chracter screen, it will be possible to go straight to the next character in the 'army' group, without having to fiddle about with the main GUI. Think Dragon Age character screen, that allows you to cycle to the next member of the party immedialty, to equip or check stats. HP Stats Having this
Under video options, unit scaling. If I change to not scaling, it seems to 'stick' to always scaling, regardless of changes to this menu. The sequence was (from memory): change value, play, zoom out to cloth map, zoom back in, go to menu, change value back again. In otherwords, I get liddle biddy men when I zoom in now, regardless of the changes to this field :-) This happens regardless of the size value (normal, proportional etc). Under general
[quote who="Sir_Linque" reply="16" id="3050486"]The armies that have a lot of units in them look a bit funny on the strategic map.[/quote] Having lots of units in a tile looks good to me, the map looks great with sizable armies:-) Maybe make the 'max number of units displayed per tile' an option, to suit folks personal preferences?
How about: - Combat rules programmable via xml (in addition to data on spells) - Two levels of AI, Commander and Unit specific The unit AI comes into play if the commander chooses not to do anything with it or decides to let the unit make a decision. This might help with the 'dumb unit behaviour' . The Commander AI has the option to direct the priorities of the unit. (over-ride). This creates a programmable combat engine. E
Unit callouts to provide unit specific information related to a unit, shown close to that unit. The idea is to get more feedback to the player and prevent endless clicking on units which have errors (say, in beta test) In the screenie below A Guardian has an AI Route finding problem 'no paths available' The spider units above the guardian, ran out of memory on the last action. The Cave Bear is fleeing The Army and NPC are cu
Seconded :-) Clone of DA2 or Diablo 2 style store interface would make this an enjoyable gearing experience rather than an annoyance.