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  #1  
Old March 11th, 2004, 12:26 AM
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fahdiz fahdiz is offline
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Default Re: Wish List

Quote:
Originally posted by Argitoth:
The #1 feature for me would be "HOLD AND FIRE" YOU STUPID ARCHERS, don't stupidly run up to firing range, wait for them to come to you, for goodness sakes, why are archers so stupid? Someone tell me please before I go on an archer killing spree. Oh wait, I don't need to. They die enough as it is.
That's awfully strange. I don't tend to have much problem with archers dying, nor routing. Where do you place them in the squad?
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  #2  
Old March 11th, 2004, 12:39 AM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: Wish List

Wish #1: Changing Tactical Orders Should Never Cancel Strategic Movement Orders*

* Though adding new troops with shorter move/different movement abilities is allowed to do so, if, and only if, the new troop composition is unable to obey the old order.


Occasionally, when I set new tactical orders for a commander (e.g. spells, attack, hold & attack &etc), the game cancels any current movement order for the commander and his army on the strategic map.

The two areas of functinality have NOTHING to do with each other. There is no possible change in a commander's tactical orders that can influence its strategic movement orders, so it makes absolutely no sense to cancel the strategic movement order. The current functionality has no benefits whatsoever, but does increase the number of errors made (armies not participating in a planned fight because of Last-minute changes to the tactical orders being the most common cause)

It may be that it is simply a case of click-through - i.e. the click on the exit-button when closing the army setup screen counting as an additional click on the game screen, as this problem does not arise all the time - but it is incredibly frustrating when it happens.

[ March 10, 2004, 22:47: Message edited by: Peter Ebbesen ]
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  #3  
Old March 11th, 2004, 05:42 AM
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Argitoth Argitoth is offline
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Default Re: Wish List

Quote:
Originally posted by fahdiz:
quote:
Originally posted by Argitoth:
The #1 feature for me would be "HOLD AND FIRE" YOU STUPID ARCHERS, don't stupidly run up to firing range, wait for them to come to you, for goodness sakes, why are archers so stupid? Someone tell me please before I go on an archer killing spree. Oh wait, I don't need to. They die enough as it is.
That's awfully strange. I don't tend to have much problem with archers dying, nor routing. Where do you place them in the squad?
I actually don't have much of a problem with it either, but I still badly want it. Instead of Hold and Attack for my spear/javelin infantry, I'd like Hold and Fire. It would make them more effective. That way they fire if they can and they don't attack the enemy if they still have javelins left (like in Hold and Attack)
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  #4  
Old March 11th, 2004, 05:24 PM

Chimpman Chimpman is offline
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Default Re: Wish List

I'd also like to see combat orders like "Retreat if outnumbered 2-1" or "retreat if outnumbered 3-1", etc...

A commander should know when to leave the field.
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  #5  
Old April 21st, 2004, 03:46 PM
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Default Re: Wish List

Is there a central place for the wish list?
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  #6  
Old April 21st, 2004, 05:34 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Wish List

Quote:
Originally posted by izaqyos:
Is there a central place for the wish list?
This one seems pretty good. St. Patrick was updating the list for awhile (scroll back thru this to see it) and was doing a good job of shortening, classifying, and marking complete on the various requests.
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  #7  
Old April 21st, 2004, 08:36 PM
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Vicious Love Vicious Love is offline
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Default Re: Wish List

Here's a minor and relatively feasible wish, for a change:
I'm a big fan of toying with site frequency, research speed and world richness. Just a few minor changes in any of those scales is enough to drastically change the nature of the game. I've noticed, however, that even in Ulm-friendly, low magic games, blood magic is still almost as powerful as ever(Blood slaves are just as easy to come by, and there's only one school to research).
The ability to change a scenario's "blood slave frequency", default 100, to 200(Twice as many blood slaves per slave captured), 0(Blood slaves extinct) and anything in between would be nice.
Of course, I imagine this could be tricky, as the smallest possible unit of a blood slave is a blood slave. Rather than messing with quantum slavery, I suppose we could make blood magic cost more slaves, though this leads to even more problems... did I say this was feasible? My bad.
Then again, some players might be happy with a simple percentile reduction of the number of blood slaves captured, rounded down, so that scouts/low level mages without SDRs would not even be capable of blood hunting in low-blood eras. That seems doable to me.
Of course, this might be missing the essential stylistic quality of blood mojo. If Vampire: the Masquerade has taught us anything, it's that blood is the only magic that never wanes, and that trenchcoats are the greatest thing since sunglasses-by-night.
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