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Post by gp1628 on Feb 21, 2012 13:49:01 GMT -5
Go ahead and post anything here you would like to see in the game. I will try to respond. The possibilities are:
A) its already in the game B) its possible with a 3rd party program C) it isnt likely because it doesnt fit the developers idea of the game D) its actually something new and I will pass it on to the developers
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Post by jtrowell on Feb 23, 2012 11:41:30 GMT -5
It will probably go into the "C" category, but I would like to be able to swap an unit position with another in the "transfert unit map".
Twice already I have summoned a powerful front line monster without ranged attacks with him generated with a high internal id leaving him always behind my chaff and other monsters and almost useless.
This could also helps units with long weapon.
To prevent giving players an advantage over the IA, the computer players could automatically reorder they units by giving highter ids to front rank monsters/units with long or ranged weapons.
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Post by gp1628 on Feb 23, 2012 12:25:42 GMT -5
I see the point. Maybe I should add a different category. Unlikely because it would involve a major rewrite. I think that variable ID numbers could cause a lot of hidden crash bugs to have to iron out.
But it does sound like a fun idea.
As a workaround I think I would bring up another commander and assign hugh-numbered units to that one.
I wonder how that would work if you Ctrl-select both commanders to travel together but leave them as commanders (not a follower)
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Post by coyotetheclever on Feb 24, 2012 16:14:38 GMT -5
Three suggestions here, and I don't know if they would require a major rewrite or not, but first I'd like to see a position "Behind Front" for units with pikes or other second row attacks equipped. The way I envision this is that they would always be behind a front line unit, even if there were enough of them that it required layering between front units and behind-front units in a
XXX OOO XXX OOO
Sort of fashion (O being front line and X being behind front line units). If a front line unit dies, then the third row O unit would move down rather than the second row X unit. This would maintain a sense of formation for these pike units.
Also, I'd like to see more diversification between what weapons do. I think axes and pole-axes should nullify some of the shield bonuses the units they are attacking have, for instance. Crossbows should nullify one point of armor. Pikes and lances should have a chance of stunning cavalry type units. Swords should be able to cause extra afflictions like slicing off limbs or causing units to limp.
My third suggestion is a small tweak. I think that if crossbow units crossbows are loaded, and they get into melee without having fired them, they should fire off one round and then after that the unit should attack with daggers, rather than how it goes currently, where they'll just throw their fully loaded crossbows away and go straight for their daggers.
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Post by hairrorist on Feb 24, 2012 23:51:19 GMT -5
It's abso-fucking-lutely infuriating that you cannot distinguish between recruitment locations on the recruitment screen?
All fine when you have 1 City, 1 Castle, and 1 Tower, but got two castles? Take a 50-50 guess!
I seriously had to stop playing this game after I lost because of this.
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Post by gp1628 on Feb 25, 2012 0:06:29 GMT -5
You quit before reading the manual? Ok let me help you out.
When the recruiting screen is open, you can right-click on any location to jump the map to it. If you change the opacity of the menus you can see more of it.
OR on the map itself, if you right-click on a castle then you will see the army that is there. But if you HOLD it (do a long right-click) then the recruit screen will open up ALREADY set to that location. Thats probably the best thing to get used to. Long right-clicking on the place you want to recruit at.
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Post by hairrorist on Feb 25, 2012 0:19:57 GMT -5
Are you actually arguing that the system that's in place now is intuitive? Or even close to reasonable?
Oh right, this is Gandalf.
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Post by gp1628 on Feb 25, 2012 0:41:38 GMT -5
Are you actually arguing that the system that's in place now is intuitive? Or even close to reasonable? Oh right, this is Gandalf. HAHAHA try that again. Did I say that? Quote where I said that. What do you want? Does it help if I tell you that the order of the sites is based on tile number numbered from upper-left to lower-right? There is a suggestion already in place to allow naming sites. Do you have something "intuitive or reasonable" to suggest that can work for all 3 OS's? Or are you too wikd for that?
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Post by harley9699 on Feb 27, 2012 22:27:32 GMT -5
I'd like to be able to hover over the units and get their info, rather than having to right-click each one. Save a ton of time. Just my two cents.
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Post by gp1628 on Mar 1, 2012 17:42:34 GMT -5
Hmm... I might need to talk Johan out of this one before patch release. * Single player games no longer have a 'Conan's turn' message before every turn (old games are not affected). or at least make it optional
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Post by gp1628 on Mar 5, 2012 13:14:04 GMT -5
Here is first view of the new Score Graphs on the F5 key. www.coe-3.com/~gandalf/CoE3/Graph.JPGThe icons change what the graph shows. The first two are Army, then Citadels, then various resources. Im not sure if its good to know all that. The last one (skull) is the new one. Relic Income. Im not sure what the means yet. See the new colors? Much less bright. The color buttons are like in the Dom3 score graphs to let you turn off nations you dont care about
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Post by yurgartisb on Mar 5, 2012 21:34:18 GMT -5
Thank you for the screen shot gp1628! I feel your notion that having all of that information constantly available could be detrimental to game play. I'm interested to hear thoughts on how this could be moderated.
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Post by gp1628 on Mar 5, 2012 21:51:44 GMT -5
Well I wasnt big on scores anyway. I like that a server game can turn that off, and they apparently only become visible when the game is over.
But I can see where another level might be a switch to have all but the resources visible. Army size, citadels, gold, iron, maybe trade. Those could be chalked up to local gossip. Getting an impression of the neighbors strength?
Come to think of it though... if the chart shows treasury, and not income, then its not as abusable as I thought.
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Post by coyotetheclever on Mar 6, 2012 0:00:24 GMT -5
Relic income? For the Cardinal of El maybe (A new resource to replace congregation?). Or maybe another new class? Or maybe the way to upgrade generic wizards like I've been talking about
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Post by vladikus on Mar 8, 2012 23:21:15 GMT -5
I would like to request a turn timer switch for multiplayer servers. I think it would help to keep multiplayer moving at a reasonable pace (assuming lag didn't unfairly cut people off before their turn ended). It also would be helpful for players to have a countdown timer somewhere in the interface too if possible.
Although this would be a little unfair for classes that have no choice but to watch summon screens most turns (Priest King). Although, I think 1 minute might be pretty reasonable for all players.
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