>Just wondering if anyone knows if these changes would be difficult or easy to implement:
> A hotkey enabling you to see which spells the selected commander can cast. Best would be a shortcut key linking directly to "set battle orders / cast a specific spell". (Or anything other than select province, hit "t", set battle orders, cast specific spell.)
Hmm. Not without merit, but wouldn't it be confusing to have a set battle orders somewhere on the main screen.
>let us see the personal gems (if any) a commander has when setting battle orders. Nice here too would be not only letting us see them, but clicking in that field lets us exchange them too (direct link to f7/exchange).
Not a bad idea
>the f1-f# screens pop up no matter what screen is currently active (thus allowing me to change items from my treasury, for example, while inspecting my army)
Problematic with the current coding. Not likely anytime soon.
>Giving an item to a commander automatically switches items should a slot be filled (e.g. I do not need to put his helm in the lab first before giving him a new one).
I thought you could. So it would probably be a good idea if you cannot already.
>allow for key-mapping (I personally dislike having to hit *shift* so much)
>in connection with key-mapping: allow a function that lets me select commanders in the currently selected province with keys (I would suggest the 1-9 buttons).
1-9 are used to store battle orders. Perhaps they can be used to store commanders as well. Personally I would prefer a province selector (after playing on the word map).
>In connection with above: let there be a function which allows you to select the first / select all units in the garrison and then give them to the (number / hotkeyed) commander in that province's army by hitting that key: by default they go to a new squad / Last made existing squad, hitting (shift or ctrl) puts them to other squads. (This I find not so important as the other changes.)
Hmm. I'm a bit sceptical to this one (not sure why). I'll have to think about it some more.
>Allow a setting which lets you switch between default "returned actions upon invalid command", i.e. when you have a mage forging a helm selected and forget she is still selected and click somewhere she cant move to, she goes back to "defend" instead of forge that helm and you have to reset.
Probably a bit problematic. It is difficult to know what a clumsy player really wanted to do
>OK well I will try to keep the list short. Or am I already asking too much?
No. Ask on.
>Well gee I cant resist: a "save game" feature would be nice. Is that hard to do?
Probably not, but it is even easier for you to add a commandline switch that copies the Last turn into a save library or to do it manually. It might be a misconception but I didn't think people saved their games much. Remember nethack
