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Re: Impartial MASTER LIST of issues/problems
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Re: Impartial MASTER LIST of issues/problems
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Re: Impartial MASTER LIST of issues/problems
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• Unit names with icons/detailed breakdown of mixed squads • Detailed lists of losses (most importantly commanders) • Battle Sim • Right-clicking commander gives you list of troops under his command Good input. The list is growing... |
Re: Impartial MASTER LIST of issues/problems
1. Tweaks/Easy changes to implement
• Darker colours/textures in unit displays • Alignment of stats in unit info screens • Pre-made Gods for New players • Newbie 'get started' guide • Quick start game for Newbies • End/quit/save/host button remake • Bless effects more prominently displayed when creating a God's magic • Actual effects of scales explained when creating a pretender's scales • Line between commanders and regular units in recruitment screen & Titles to for each 2. Additions of relatively minor features • Castle battle results • '?' accessible on main menu • Research point 'lock' for schools of magic • Random nation AI opponents • Map and Scenario triggers [not sure where this was mentioned] • Ability to rename, or at least add epithets to commanders • Enhanced start (starting with more than one province) • Closing dialogues without having to scroll down or press 'esc' • Unit names with icons/detailed breakdown of mixed squads • Detailed lists of losses (most importantly commanders) • Right-clicking commander gives you list of troops under his command • Build queue for commanders • Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen 3. Additions of relatively major features • SP diplomacy • Increased battle replay functionality (various speeds, etc.) • More than one god for each nation • Moddability • Ability to search for items on commanders • Battle Sim • Enabling/disabling spells (see Windreaper's post in this thread for details) 4. Balance considerations • Improve Strategic AI • Bug fixes • Less focus on supercombatants • More regrowth possibilities / less emphasis on population death • Greater 'bless' effects (perhaps starting at an earlier level) Any more additions? Anything in the list that needs to be explained/re-articulated? Licker: for now the AI stays in #4, primarily because it doesn't fit in any of the other categories - it is neither a trivial change (aka tweak), nor an addition, either small or large - isn't it is continued development of something already in the game. The difference between #1 and #2 is that things in #1 are very minor changes of things already existing, by and large; whereas things in #2 are new features, albeit new feature that aren't very large/wouldn't require too much coding to implement (on my best guess) *edit: added some stuff, moved some stuff. [ October 30, 2003, 01:31: Message edited by: st.patrik ] |
Re: Impartial MASTER LIST of issues/problems
In the recruitment screen: an obvious border (e.g., a line) between regular units and commanders. This should be labeled "Commanders" below the line, and something like "Normal Units" (that sounds dumb, but what are they called?) above the line.
Ideally, a commander queue in the production screen would be nice, even though you'd still be limited to 1 commander/province/turn. -Cherry |
Re: Impartial MASTER LIST of issues/problems
Ability to shift click (or something similar) to add or subtract more than one unit to the production queue, say 5 units of the chosen type per shift-click.
[ October 30, 2003, 01:14: Message edited by: HJ ] |
Re: Impartial MASTER LIST of issues/problems
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Re: Impartial MASTER LIST of issues/problems
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Keep them coming http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Impartial MASTER LIST of issues/problems
Re-posted just to keep it at the top http://forum.shrapnelgames.com/images/icons/icon7.gif
1. Tweaks/Easy changes to implement • Darker colours/textures in unit displays • Alignment of stats in unit info screens • Pre-made Gods for New players • Newbie 'get started' guide • Quick start game for Newbies • End/quit/save/host button remake • Bless effects more prominently displayed when creating a God's magic • Actual effects of scales explained when creating a pretender's scales • Line between commanders and regular units in recruitment screen & titles for each 2. Additions of relatively minor features • Castle battle results • '?' accessible on main menu • Research point 'lock' for schools of magic • Random nation AI opponents • Map and Scenario triggers [not sure where this was mentioned] • Ability to rename, or at least add epithets to commanders • Enhanced start (starting with more than one province) • Closing dialogues without having to scroll down or press 'esc' • Unit names with icons/detailed breakdown of mixed squads • Detailed lists of losses (most importantly commanders) • Right-clicking commander gives you list of troops under his command • Build queue for commanders • Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen 3. Additions of relatively major features • SP diplomacy • Increased battle replay functionality (various speeds, etc.) • More than one god for each nation • Moddability • Ability to search for items on commanders • Battle Sim • Enabling/disabling spells (see Windreaper's post in this thread for details) 4. Balance considerations • Improve Strategic AI • Bug fixes • Less focus on supercombatants • More regrowth possibilities / less emphasis on population death • Greater 'bless' effects (perhaps starting at an earlier level) Comments/Additions? [ October 30, 2003, 01:46: Message edited by: st.patrik ] |
Re: Impartial MASTER LIST of issues/problems
This is something that hasn't been mentioned before, but it crossed my mind while playing, so if you feel it's a worthy addition, add it to the list. Otherwise, we can discuss it in some other thread.
I noticed that some spells and abilities show the exact value of the effect: for example fire shield clearly stated that it inflicts 7ap damage, or fear effect shows the exact modifier. Would it be possible to add the same amount of detail to other effects from spells and skills? For example, instead of saying that chill makes units more tired, to have an exact number available during the battle when you right-click the ability, since the formula has to be applied anyway and has to take into account the climate as well; it just remains invisible, but it's running in the background. Or instead of saying that survival decreases chance of starvation to actually say by what amount. So, I guess this can be summed up as more detailed effect descriptions. |
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