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Re: Problems in demo exist in regular game?
BTW, I applied a number of the things you guys told me about things. Especially about upkeep. My game improved notably in both skill and fun factor. Still find things lacking. I still love AoW and got endless numbers of other games to play.
Like #2. being able to see stats of enemy units you see in enemy domain is a big one for me to prevent game headaches and make the game more enjoyable. @ mostly PhilD 3. Thats interesting about attacking and retreating with a scout, though seems a bit exploitive. Rather see that closed up as a option (like enemy troops being invisable to the battle screen unless you get close enough) And instead a option for more active scouting where you can try to find more information, most specifically invisable-hidden units with increased risk of detection/destruction. If the unit doesn't make it back you don't get the information. But I suppose if the other way sorta works for the game, just not nearly as well IMO.. but its not as big of a issue for me. But it doesn't cover that scouts unfortunitely don't seem to garner land information (like is it lucky/unlucky, growth/death etc)nor can they be instructed to check it out for increased risk. 4. Information in unit stats about what they cost per turn. That information about the general rule of thumb for unit cost and that summons are free is very helpful. But sometimes you get units for free from an event or other circumstances where you simply don't know how much it costs. (like you don't know if a summon unit is also purchasable or not) Also like being able to see enemy unit stats outside of battle, it saves you from having to look things up or memorize them. Does inkspot allie or other negative sites act even if you haven't found em? 5. Being able to dismiss troops Quote:
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As of yet noones mentioned a game reason for not being able to dismiss units. Or have quibbled with my logic that programming a dismiss command in would be a cakewalk for any programmer. It baffles me that its not in there and makes the game look amaturish in design IMO. 7. Units stay together in battle. Quote:
So to me a option to have units stay together is less micromanaging as far as I see it. I got no idea what your idea of micromanaging is. Q5. Yet I've read a number of exploitive technics that allow you to have more then one prophet. Gods can change their mind about who they favor, else they wouldn't be gods (think of biblical god.. god) Rather have an option to change prophet with delay perhaps.. and measures to prevent one from having more then one prophet. You don't pay upkeep on prophets right? |
Re: Problems in demo exist in regular game?
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Re: Problems in demo exist in regular game?
Just wondering, how exactly would a scout looking at enemy troops from any sort of distance be able to tell their stats? The only real way to do this would be watching them fight but we can already see their stats when they fight so...
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Re: Problems in demo exist in regular game?
For that matter how could a unit know its exact strength level to report it as a number in the stat screen? Oh brother, its a game. Lets just chalk it up to gods knowing the stats of all unit types.
Regardless its a important feature of being able to see enemy unit stats outside of combat for avoid lots of headache. Especially in a game with primative graphics as it is which makes it more of a chore memorizing units. And in a game with lots and lots of different units, even variations on those units. I don't want to have to memorize lots of crap I shouldn't need to! http://forum.shrapnelgames.com/images/smilies/skull.gif Then to have to memorize new stuff in case of mod?! No way! One programmer? Sheesh then they are really overcharging for the game or D3 has a small buyer base or something.. |
Re: Problems in demo exist in regular game?
About one previous question, you can have different units with different speed grouped : give the squad the "guard commander" order, and use a commander with good enought survivability.
That way, you could, for exemple, have a hoplite commander leading a mixed group of hoplites, or better the sacred version, and elephants. The hoplites are hard to kill, an almost invulnerable to arrows (very heavy armor + shield), but versus other ultra heavy infantry they might lack offensive ability (longspear is a good weapon versus lightly armored troop, but lack damage to pieace the heavier armors) Moreover, the better morale on your hoplites will be averaged with the low morale of the elephants if they're in the same squad, so you have less chance of them routing and smashing your own troops (could still happen, so careful) For the commander's orders, you can have him hold 0-5 turns before making him attack (better control that the "hold and attack" order that always wait for 2 turns) If you have the better ranged attacks , you can haveyou heavy units keep the center while your bows and spells hurt the opponent's army. You can protect you flanks by using other units, often with better mobility. Classic army with MA man : rear - center : mages rear - left : squad of longbowmen, set to "fire archer" (note that this give them sometimes a good chance to hit enemy mages) rear - right : another squad of longbowmen, this time without specific target , expect if you know what your next fight will be against and wish to target some specific units. front - center : lord Warden with squad of wardens (MA man sacred units) set to guard commander. The Lord Warden himself set to hold x3 and attack closest You can of course make without the Lord warden and use the standard hold and attack orderd, but then you wardens will start advancing sooner. front - right and left : squad of knights (or knights of avalon) set to hold and attack -> rearmost By waiting for the ennemy army to advance , your knights will have a chance of ignoring them and going for the easy kill of ennemy archers and commanders/mages. If the ennemy has a big squads in the center, your flanking units will probably attack them by the flank instead of attacking the rearmost units (this is not a bug, in the middle of a battle, if a large squad is near you, you will find hard to ignore it), but them it will probably be a welcome addition to your wardens that could have been overpowered with a trully large force. And sometimes you will win the day because your knights have managed to kill all ennemy commanders while your wardens were being killed by a larger force. You can also use a knight commander or other fast commander on the flank and use the "guard commander" order to have your flankiong units wait for a different number of rounds |
Re: Problems in demo exist in regular game?
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Usually, you don't have to know the details of the spesific units. While details differ, the same counters generally work against all heavy infantry, massed medium/light infantry, massed archers, armored archers/crossbows, etc. In most cases, remembering if the unit has less than 10, more than 15 or somewhere in between protection is enough. |
Re: Problems in demo exist in regular game?
Content might be good but design and mechanics leave something to be desired.
If these units are so generic like you describe then wheres the content? Whats the point of having so many different races? If there are many different types of units you can encounter, you need a option to be able to see enemy unit stats. I have a terrible memory as it is, stats of a hundred different units and variations there of is not something I wish to try to fill it with. One should also be able to see spheres of magic users and artifacts of commanders. |
Re: dismissing units
An elaberation of my simple suggestion of a dismiss command.
For injured units. Option for groups ordering themselves in injury first, putting them first on the list by most injured. You highlight all the units you see has having the most injury and dismiss them together enmass with a hot command. For just dismissing units you can't afford you would have the highlight units and dismiss enmass option. Flexibility, yet reduces micromanaging. No fretting with moving units to squads for killing or having to bother to send commanders on suicide missions. I know, they probably won't do it else they already would have.. or something like that. Just thought I'd express my hope for things. |
Re: Problems in demo exist in regular game?
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Magma Eruption works against all of these. Lighting spells work against all of thies. Massed crossbows work against all of these, but with wildly varying results. Crossbows with Flaming Arrows cast works pretty well against all of these and devastates most. All of these get fatigue rather quickly, and you might be able to beat them if you can tire them somehow. The counters are similar. The uses, the strengths and particular national bonuses vary. |
Re: Problems in demo exist in regular game?
You can tell by their stats whether they would be good against missles, special missles or melee, etc?
If they vary in their strengths and weaknesses, don't they vary in what you want to use against them? From what you say it sounds like yet more reason to make enemy unit stats visable. Theres definitely no downside at least other then programming time. Since theres already a unit stat screen its a matter of making a new access point system for it. It doesn't sound that hard to program. |
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