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Old August 31st, 2010, 05:03 PM
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Default Re: what about the future?

Quote:
Originally Posted by thejeff View Post
I have to agree on the Next commander thing. Commanders on defend, siege and hide stay in the rotation, which is good because those are the default orders in their situation, but it's bad because when you have a lot who should be doing that it makes it hard to find the ones who should be doing something else. Scouts are the one that drive me crazy. It would be nice to have a way to specify, "I'm done with this guy. I want him to stay hiding/defending/seiging and not show up again." Even if it's just for a turn. That way I know I haven't missed anyone when 'n' doesn't cycle anymore, not when I think there isn't anyone in the cycle but the ~50 scouts.

As for individual mage research, that sounds neat but ridiculously complex. In a good size game, you may have hundreds of mages, with dozens of different path combinations. You want to have each of them learn spells individually? And keep track of who knows what when you're sending armies out? And new summoned uber-mages have to spend months studying before they can cast anything useful? Was Dom1 really like that? Or am I misunderstanding you?

Most of the other micro issues are well known and generally agreed on. The game is micro hell.
I propose a lvl 10 blood ritual called "micro hell" that disables cntl-n, f1 and other key shortcuts for the other players.
ssj
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