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February 20th, 2007, 03:08 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
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Re: Small suggestions for the next patch
Quote:
jutetrea said:
3. Improved gem usage AI - or just a simple max gem usage 1,2,3,4,5, etc
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this would be really nice. maybe with an option to set the mages to dont use any gems if not scripted by hand. on the other hand it would be nice if the mages cast their spells i script, even if they cost gems.
Quote:
jutetrea said:
5. Spell sorting by level - press a for all air spells, press 2 for all 2nd lvl spells
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at least the variant with the elements is in, on the research menu you can press the key of the element and it only shows the coresponding spells.
Quote:
jutetrea said:
15. Anything that reduces micro near end game for SP.
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maybe a function that you can specify in a castle wich unittype you want to recruit, and then it automatically recruits the maximum possible of this unit. Army movement over multiple turns would be nice also
most other things you mention are nice also, but i dont quote them as it would make a huge post.
What i personnaly would like:
1. More control over what the mages do, either more than 5 slots or to give the mage a spell to cast repeatedly (somehow most of my mages manage to cast crap if not scripted)
2. A Possibility to avoid friendly fire, maybe an option for the archers only to fire on enemys more than 2 squares away from your units. (and if nearer only if they d hit for sure)
Its annoying to take big losses from friendly fire, especially while the enemy is routing.
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February 20th, 2007, 03:33 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
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Re: Small suggestions for the next patch
Agree on the friendly fire.
One more thing:
Categorize all spells as either Offensive, Defensive or misc (or something).. hmm and probably add caster only target spells somehow
Then have a script be cast offense, cast defense, cast any, DON'T cast defense, DON'T cast offense.
Just annoys me that unscripted mages in a huge army spend 4 turns buffing, then dish it out... increases micro by a lot as you have to change scripts as you research new spells.
Heck a simple "no caster only" would be cool
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February 20th, 2007, 04:32 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Small suggestions for the next patch
Those are all good but some hints for now...
Most peoples problem with rearmost is that they arent looking at the battlefield thru the eyes of the units. You can improve rearmost by giving your units a clearer view of the battlefield. Far flanking positions, hold commands to allow most of the battle to move past them, then attack rearmost. Attacking archers for one round and then attacking rearmost can work well also.
You can also improve picking up items by having more commanders with empty slots be nearby when their commanders die. Having all of your commanders on "stay at rear" or loaded with items doesnt get you much. Also increasing luck by scales or items might help altho I havent tested that.
Friendly fire can also be helped by taking on the view of the units. Positioning shooters to the flanks helps, or where they can do long arching shots such as at enemy archers.
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February 20th, 2007, 04:57 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Small suggestions for the next patch
Any evidence that finding items is affected by more commanders or closer commanders?
I've had mages at the rear of the field pick up stuff from people killed in the enemies back field, so I'm a little skeptical.
Obviously having empty slots is necessary.
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February 20th, 2007, 05:06 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
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Re: Small suggestions for the next patch
Cav I can understand - I usually do hold and attack rear for cav to let it clear a bit. What bugs me are flying units. I try to position them back corner or extreme flank even with the front - either hold or cast 3 spells then attack rear. If i even make it back to the archers I'm generally surprised, and not shocked at all when he drops smack dab in the center of the melee. Is flying restricted by AP's by any chance?
Does actual distance from the item holding enemy matter? or just empty slots in the army? i.e. if the enemy commander is killed by a full flyer at rear (ha!) will the items go to someone with empty slots stanying behind troops?
I've always figured it was just a crapshoot what items you actually got - I'm usually happy if they are full and I get 1 or 2 out of it.
Friendly fire - yeah, i pretty much just fire at archers (better chance of commander hit) or prepare to take a friendly fire beating. Someone mentioned at some point that shielded units make a difference and I have to agree.
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February 20th, 2007, 05:50 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
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Re: Small suggestions for the next patch
I know that "Fire Archers" is better for friendly fire, but there are situations when there are no archers on the field and your archers are happily firing into your own units. So even if "fire archers" makes it better, a command for archers so that they rather dont shoot, than to risk friendly fire would be a nice addition. (and i think that in bigger battles, there should be always a target to fire at without risk for the own troops)
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February 20th, 2007, 05:52 PM
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Second Lieutenant
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Join Date: Aug 2004
Location: Argentina
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Re: Small suggestions for the next patch
real men don't use friendly fire ff
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" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro "
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February 20th, 2007, 07:21 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
Thanks: 14
Thanked 17 Times in 14 Posts
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Re: Small suggestions for the next patch
Quote:
Manuk said:
real men don't use friendly fire ff
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this is one of the reasons, why real men dont get old
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February 20th, 2007, 07:29 PM
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Corporal
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Join Date: Sep 2006
Posts: 64
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Re: Small suggestions for the next patch
Personally, I would like MORE heroic "abilities" with tradeoffs (like Obesity) I love the flavor, and like having the chance to tweak strategies to accomodate the unit's personality.
Some sort of "Accept Collateral Damage" setting for groups with ranged or AOE (heat, frost) abilities would be VERY handy though. A toggle with 3 settings: "HEY! be CAREFUL with that thing." "Just try not to hit TOO many friendlies, k?" and "Let god sort'em out." would be perfect (assuming, of course that the AI chose targets and movement appropriately)
After outlandishly oversized melee weapons, Lack of friendly fire damage is one of my biggest Fantasy Game pet peeves. I'm glad it's there in this game. However, that doesn't mean I don't get annoyed when my Children of Rhaux lose a battle for me by charging right into the middle of a pile of my own militia or whatnot setting em all ablaze. A little bit more control would be really nice )
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