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  #1  
Old October 30th, 2003, 03:24 AM
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st.patrik st.patrik is offline
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Default Re: Impartial MASTER LIST of issues/problems

Quote:
Originally posted by Saber Cherry:
In the recruitment screen: an obvious border (e.g., a line) between regular units and commanders. This should be labeled "Commanders" below the line, and something like "Normal Units" (that sounds dumb, but what are they called?) above the line.

Ideally, a commander queue in the production screen would be nice, even though you'd still be limited to 1 commander/province/turn.

-Cherry
Edited in - see below.
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  #2  
Old October 30th, 2003, 03:29 AM
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st.patrik st.patrik is offline
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Default Re: Impartial MASTER LIST of issues/problems

Quote:
Originally posted by HJ:
Ability to shift click (or something similar) to add or subtract more than one unit to the production queue, say 5 units of the chosen type per shift-click.
edited into the post below.

Keep them coming
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  #3  
Old October 30th, 2003, 03:44 AM
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Default Re: Impartial MASTER LIST of issues/problems

Re-posted just to keep it at the top

1. Tweaks/Easy changes to implement
• Darker colours/textures in unit displays
• Alignment of stats in unit info screens
• Pre-made Gods for New players
• Newbie 'get started' guide
• Quick start game for Newbies
• End/quit/save/host button remake
• Bless effects more prominently displayed when creating a God's magic
• Actual effects of scales explained when creating a pretender's scales
• Line between commanders and regular units in recruitment screen & titles for each

2. Additions of relatively minor features
• Castle battle results
• '?' accessible on main menu
• Research point 'lock' for schools of magic
• Random nation AI opponents
• Map and Scenario triggers [not sure where this was mentioned]
• Ability to rename, or at least add epithets to commanders
• Enhanced start (starting with more than one province)
• Closing dialogues without having to scroll down or press 'esc'
• Unit names with icons/detailed breakdown of mixed squads
• Detailed lists of losses (most importantly commanders)
• Right-clicking commander gives you list of troops under his command
• Build queue for commanders
• Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen

3. Additions of relatively major features
• SP diplomacy
• Increased battle replay functionality (various speeds, etc.)
• More than one god for each nation
• Moddability
• Ability to search for items on commanders
• Battle Sim
• Enabling/disabling spells (see Windreaper's post in this thread for details)

4. Balance considerations
• Improve Strategic AI
• Bug fixes
• Less focus on supercombatants
• More regrowth possibilities / less emphasis on population death
• Greater 'bless' effects (perhaps starting at an earlier level)

Comments/Additions?

[ October 30, 2003, 01:46: Message edited by: st.patrik ]
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  #4  
Old October 30th, 2003, 08:22 AM

HJ HJ is offline
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Default Re: Impartial MASTER LIST of issues/problems

This is something that hasn't been mentioned before, but it crossed my mind while playing, so if you feel it's a worthy addition, add it to the list. Otherwise, we can discuss it in some other thread.
I noticed that some spells and abilities show the exact value of the effect: for example fire shield clearly stated that it inflicts 7ap damage, or fear effect shows the exact modifier. Would it be possible to add the same amount of detail to other effects from spells and skills? For example, instead of saying that chill makes units more tired, to have an exact number available during the battle when you right-click the ability, since the formula has to be applied anyway and has to take into account the climate as well; it just remains invisible, but it's running in the background. Or instead of saying that survival decreases chance of starvation to actually say by what amount. So, I guess this can be summed up as more detailed effect descriptions.
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  #5  
Old October 30th, 2003, 09:01 AM

Pocus Pocus is offline
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Default Re: Impartial MASTER LIST of issues/problems

Quote:
Originally posted by st.patrik:
quote:
Originally posted by Pocus:
strengthening the effect of dominions candles (eg : rising the cost of overland army destruction spells in a province with an enemy dominion)
I'm not sure if I understand what you mean... Is there a thread talking about this? or can you explain a little more?
there was a quite raging thread about how the army destruction spells (overland, not in tac battle) were felt by the players. Most people speaking in the thread were vets of doms I, and their opinion varied from 'I find then a bit too potent' to 'they must be seriously toned down'.

So one of the solution would be to reduce their effectivness if you cast them in an enemy dominions, or increase their cost (you have to cast a major ritual into another god land, so you play more magical resources).
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  #6  
Old October 30th, 2003, 03:00 PM

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Default Re: Impartial MASTER LIST of issues/problems

patrik, you should fire up that new poll.
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  #7  
Old October 30th, 2003, 03:14 PM
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Default Re: Impartial MASTER LIST of issues/problems

Quote:
Originally posted by Pocus:
there was a quite raging thread about how the army destruction spells (overland, not in tac battle) were felt by the players. Most people speaking in the thread were vets of doms I, and their opinion varied from 'I find then a bit too potent' to 'they must be seriously toned down'.

So one of the solution would be to reduce their effectivness if you cast them in an enemy dominions, or increase their cost (you have to cast a major ritual into another god land, so you play more magical resources).
Ok. So this would be something like "reducing the effectiveness of artillery-like spells in hostile dominion"? How is that?

I'll add this one, and HJ's one

Aristoteles: Maybe soon; it seems that people are still adding things, and I want to make sure everyone's had a chance to add their suggestions. Having said that, it's been a day, so maybe later today I'll fire it up.
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