View Single Post
  #34  
Old October 30th, 2003, 02:46 AM
st.patrik's Avatar

st.patrik st.patrik is offline
Major
 
Join Date: Sep 2003
Location: The Forest of Avalon
Posts: 1,162
Thanks: 0
Thanked 50 Times in 11 Posts
st.patrik is on a distinguished road
Default 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 ]
Reply With Quote