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Old December 30th, 2006, 02:28 AM

TruePurple TruePurple is offline
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Default Re: Problems in demo exist in regular game?

1. Maybe, but play AoWsm I appreciate how fun it can be in RMG to explore and find stuff. Of course AoWsm looks much better and had more interesting stuff to find, AoWsm also had much more risk to scouts(indies can kill scouts in AoWsm, they see through concealment/invisability ) And AoWsm the map is black till you explore it. But regardless a good RMG can be real fun, just about all AoWsm games are played in RMG for this reason. (not that their RMG is perfect, and I understand how hard it can be to make a good RMG)

2. What I mean is unit stats, like you get when you click on them in battle, or recruitment screen. Except also when you see their name in a area your considering attacking so you know exactly what your going to face if you do so you can guess what your odds are. Without having to memorize things or dig out a manual (useless if a mod)

3. I'd also like a chance for you to be able to check out invisible/hidden units in terrain you don't control. So you don't get wiped out by troop strength you did not expect when you went in. You can't patrol land you don't control of course.

I'd also like scouts to be able to be told to check out terrain their on with increased risk of detection so you can know the value of land and whether to try to take it.

4. I care how much over all they are costing me and what troops I need to get ride of in order to free up resources for other things. Also how much do units who join your troops through events, seduction, avatar unit etc cost?

5. Which goes around to the annoying lack of an option to dismiss units. Which is just asinine if you ask me. How hard would it be to put in such a command? I can't imagine that hard. What possible downside would it be for it to be there?

How amaturish to not have that, even heroes of might and magic games have a option to dismiss troops. And those troops don't have upkeep costs.

6. Give magic users guards, make them have better defenses. Don't take away the option to target them.
6.b Not really more micromanaging. Just more options in existing micromanaging.

7. No way to program this? I find that hard to believe. Its my gripe in many a game, it can't be that hard to to have units keep pace with slower units. Its just a matter of them self adjusting speed or stopping and starting depending on unit closeness

Q2. Then how come indie strength various from one turn to the next? One turn it tells me there are 20, another turn 50, then 30 and so on. BTW to the game is each turn a month?

Q3. There needs to be more options for healing such wounds then the very rare and or limited race specific. Maybe spells like regeneration could also help with permanent wounds if cast ritualistically with gem cost. And if some of those "wounds" were the old age of magic users then it should show as increased age penalty, not "battle wounds" which is just confusing.

Q6. A new one,
Whats the little house on certain lands indicate? or is that decorative?

I like the complexity of the game.. to a point and find the approach to simultanous turns novel. I gripe at graphics so poor it can be work just differentiating units. Though I've always been one who feels gameplay should come first (though it is pretty extreme in its low grade graphics quality sometimes)

But if none of these issues were addressed in the official game or its patches.. I don't know its worth some $40-$50 bucks.
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