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May 18th, 2004, 06:10 AM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
Thanked 1 Time in 1 Post
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Re: Wish List
Don't know if there is one already, but it would be insanely great if there were a group search command (a la "w" for troops with afflictions) to tell me which troops are starving, so I can weed them out if going to somewhere with inadequate supply so as to minimze disease chance.
Think of it as triage for those who don't look like they can make another long march without going to for R+R. You can do it manually of course, but it's micromanagement hell.
Rabe the Recreation Counselor
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May 18th, 2004, 08:43 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
Thanked 1 Time in 1 Post
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Re: Wish List
Hey, there is one already! Nice. Thanks so much to the devs.
Here's another wacky (i.e. obvious to the point of possibly being implemented already) idea:
I think right now the score graphs only show income from taxes, it might be a useful feature if they showed income from other sources as well, so that lucky folks, and (particularly) aggressive pillagers get outed as well.
Might help locate the castlers early so they can be negatively reinforced.
I don't like score graphs much, but if you're going to use them, they should be accurate and comprehensive in their full disclosure.
Does Clam income show up in the gem graphs, at the moment?
Rabe the Loophole Closer
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May 19th, 2004, 01:44 AM
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Sergeant
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Join Date: Apr 2004
Location: In your mind
Posts: 264
Thanks: 0
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Re: Wish List
Quote:
Originally posted by johan osterman:
quote: Originally posted by tinkthank:
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12. Tactical AI: Will let routing Independents flee (will not attack routing Independents to reduce friendly fire casualties and gem consumption)
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To me it comes across as very gamey, in a bad way, for the Tac AI to behave differently with independents and other enemies. It is not like the supposed commanders have any notion of independents being unable to regroup. This gives me an idea, what if Independants that flee successfully add to Unrest depending on unit cost in gold and resources? If a militia fled, you get, say, 1 extra point of unrest in that place. If I knight fled, you get, say 10.
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May 19th, 2004, 02:55 AM
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Private
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Join Date: Sep 2003
Posts: 30
Thanks: 0
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Re: Wish List
As part of a wish list I would like to see a new unit for Abyssia, the salamander rider. Abyssia really suffers, in my opinion, from the combination of no archers, no cavalry, and all heavy infantry. I feel this is especially the case when Abyssia is commanded by the AI. One of Abyssia's better units is the salamander, however these tend to have poor morale and break easily.
Therefore I propose, the salamander rider, it could be a Humanbred so as not to be too unbalanced, and perhaps no offensive weapon since it needs focus all it's effort on control it's steed, the salamander. Therefore you would have a salamander rider at cost 85 gold and 25 resources (special heat resistant armor and saddle) with a normal salamander stats but improved morale and maybe a weak one handed attack depending upon balance issues. Any thoughts? Unbalanced? Or just the cure for Abyssia?
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May 19th, 2004, 03:36 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Wish List
Quote:
Originally posted by Aetius:
As part of a wish list I would like to see a new unit for Abyssia, the salamander rider. Abyssia really suffers, in my opinion, from the combination of no archers, no cavalry, and all heavy infantry.
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Archers are okay, but quickly become mostly useless. Abysia can get as many shortbow archers as they could ever want just from independent provinces. They really don't need cavalry, since they have devils.
[quote]One of Abyssia's better units is the salamander, however these tend to have poor morale and break easily.[/QUOTE}
They are also severely overpriced, extremely fragile, and become fatigued too quickly.
Quote:
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Any thoughts? Unbalanced? Or just the cure for Abyssia?
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Abysia doesn't really need anything else, they have all the aspects they need for a powerful nation.
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May 19th, 2004, 04:58 AM
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Re: Wish List
Quote:
Originally posted by Graeme Dice:
Abysia doesn't really need anything else, they have all the aspects they need for a powerful nation.
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I'd have to agree with Graeme that Abysia has all they need to be a powerful nation and are so. Salamanders are not that great, and don't seem to serve a real function. And perhaps they could be adjusted in order to have some sort of different use instead of a fragile, high priced, nearly never recruited cavalry.
But it isn't anywhere near a priority for balance. Abysia is just fine IMO.
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May 19th, 2004, 11:30 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
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Re: Wish List
I'd enjoy a switch to set the tactical display to the target destination:
I often start my attacks/defense from different regions, and it is very difficult to set up all troops so that they cooperate well. Therefore it would be nice if a units tactical setup would not show the troops which are currently in the same region of the unit, but all units that remain or are currently ordered to move into the destination region of a unit.
I know that troops might get intercepted by the enemy, but usually my troops fight all together as I planned, and defending does always succeed due to the move evaluation order. So I think that this would really simplify things for me. Currently I use a non-permanent marker on the screen to coordinate my attacks, but this is kinda unconvenient...
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