Congratulations to all makers of LoR - great work!

dmjones217

Chieftain
Joined
May 28, 2005
Messages
16
Location
North East FL The U.S. of Obama
Dear 'Phungus' and 'AchillesZero' and all who were involved and contributed to LoR,

I just finished my second LoR game and must say, this is the best 'mod' I've played to date, and I likely won't be playing anything but LoR from now on, great job! and thanks!

I really like the Legend units, from all time periods, which work very well with my play style (small military, science and cultural victory based), and just everything about it !

Having come from RFC, I particularly liked the less punitive and more easily corrected revolt factors, out of my first 2 games, I only 1 city begin to start to threaten rebellion, and that was mainly because of an ongoing war centered on it which was causing starvation.

I also liked how the diplomacy section was expanded somewhat, and would like to see more, perhaps someday. For example, I really think, like the old Civ 2 diplomacy, that AI's, if they want me to go to war with their enemies, which they all request all too frequently, that I should be able to respond with more then yes or no, but 'what's in it for me?' so that the civ would have to offer me a tech, or a lot of gold, gold per turn, or a commodity perhaps, or some other incentive, to convince me to join his/her war.

I think also this would be a good balance to how all the AIs seem to always demand unfair tech trades in their favor. Couldn't at least Friendly ally ever accept a 1 to 1 lightbulb trade for a tech?

All the other new units are great, too, very authentic and historically based, realistic, perfect, i.e. balanced, and most of all, fun!

I'll post again hopefully with some more specific feedback, and or new ideas, I love to troubleshoot and innovate, after a few more LoR games which I'm looking forward to : )

New very satisfied 'pre-customer' of Legends of Revolution,

Keep on at it!

David M. Jones
 
You know those cool, optional 'max science', 'max gold' and 'max culture' buttons LoR added to the normal ones, which increase said by 10% per click, near the upper left corner of the screen....

well, what if, we could have the same kind of control as that, with out city specialists allocation? I'd like that! I could click one max arrow and all specialists would become scientists, for example, but then, if need be, I could just click back 1 scientist with the other normal button next to it, to an Engineer say, by just clicking once on the regular Engineer button, skipping it going to a Citizen specialist first, perhaps?

Reallocating specialists, is very necessary, vital, nearly every turn, but, with a large empire, it can become very time consuming and tedious.

Also, we should be able to utilize the new Min/Max Specialist buttons, a set next to every specialist, on an Empire wide basis, affecting every city.

Secondly, I think the whole units on the ground selection process needs improvement, actually, simplification.

I'm sorry, the above aren't particularly specific LoR improvement ideas, but just regular interface ones, but I'm hoping LoR might incorporate them in the future, being my favorite expansion period. But I find it frustrating, the way units are being automatically selected when I don't want them to be, and are not selected, when I want them to be, and I know how to use the SHIFT, CTRL, and ALT latch keys.

What I would like is no such automatic grouping for single left-clicks, except if I double click on the whole stack, every unit in it all gets selected, otherwise, I just want whatever I click once, to simply go from 'selected' if not selected, and not selected, if selected, individually, regardless of unit type, like my left click mouse button is just a simple toggle switch, on, or off, with no other units ever being involved (unless I hold down the regular latch keys, of course).

Here are a couple more ideas which I'm cutting and pasting in from my LoR ongoing notes and ideas file:

I really really hate it when I accidentally forget and leave the 'Avoid Growth' button idea for years, decades, centuries! ARGH!

Everytime I need to use that button, it is only for a very few turns, then if I forget
and leave it on my score plummets relative to my very competitive and smart LoR competitors.

So, how bout, a new feature, that say,

after the Avoid Growth button has been on for 3 turns,

starting on the fourth, it starts blinking or chiming or anything to remind us

that most likely, we are killing the growth of our city and don't want to be.

- 'IronMan' mode for LoR - no New Random Seed, no autosaves, must exit each time after saving, and so forth.

- Custom Game/Single Player Staging Room setup multiple profile like saving ability

Each new Custom Game Staging Area would continue to start up the same,
except the human player's name would be selected and all highlighted initially,
so that a new name could easily be typed in and replace the previous. My saved profile would retain my or any other player's leader, nation, number of players, difficulty, map and all other settings, like the Options profile saving system.

-- I *really* would like not only an Ironman Mode new feature, but also,
the opposite basically, which is an AutoSave function that auto-saves each and every single turn.

D.M.J.

pardon me if some or any of these ideas are already being discussesd, being new to this thread still. If so, just count the redundancy as another 'vote' for them to be implemented.
 
LoR uses the BUG User Interface. Any user interface suggestions should be made in the BUG mod project forums, if the BUG team likes the idea and can code it, it will make it's way into LoR. I wol't be messing the UI myself, unless it's something specific to LoR.

As far as Ironman goes, I'll need to look at BUFFY and see how they enforce no reloading, and possibly incorporate that into LoR as a gameoption for competitions and what not. But that wol't be for a while yet. I've thought about this, but as far as development goes, it's not even on my radar yet.
 
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