sp00n
Prince
- Joined
- Jan 4, 2007
- Messages
- 371
This is a list of things in no specific order or priority I've noticed in the last couple of games since I began playing C2C.
Some may have already been fixed, some may be due my own stupidity, but it's a list of things I would absolutely love to see improved.
Some may have already been fixed, some may be due my own stupidity, but it's a list of things I would absolutely love to see improved.
- If you've built a Noble and attached it to a unit, you cannot select the Noble unit to be built again. Only after loading the same save again or waiting one turn the unit is available again.
- The same is true if a new religion has been spread into a city. You cannot build the religious buildings until after a turn has passed or you've reloaded the game.
- I've also noticed that promotions that increase the movement range will be applied after a reload. I.e. units that were at 2/2 movement points, then gained a speed promotions, are then at 2/3. If you move them to 0/3, and then save and reload, they're now at 1/3 movement points (actually I'm not 100% sure for land units, but this is definitely the case for water units).
- When you complete a wonder with a free technology, choose that technology, and then reload an autosave for that very round, you are not able to choose any free technology for that wonder. It says you already have taken that tech. Quitting the game and then loading that autosave works fine.
- I would love to be able to see the tech tree when choosing a free tech (or be able to open the science advisor). But I guess that's a limitation of th game engine itself, as you shouldn't be allowed to select multiple techs to research?
- When using Stack Attack with the blitz ability (mulitple attacks per round), it behaves a bit strange. The first time you choose to attack, the unit attacks only once, but if you then attack again with the same unit, it consumes all remaining movement points at once (i.e. attacks as often as the movement points allow).
It shouldn't do that, it should never attack multiple times with the same unit, only 1 time with multiple units. - GoTo via the X shortcut isn't working when a water unit is stationed in a city (actually this is something I remember being there for ages).
- If an enemy spy bribes a city to change team, I've noticed some very weird behaviour. Some of my units simply disappeared (e.g. Field Commanders), and one time I even had units still stationed within that now enemy city!
- Also, you automatically declare war on the team that bribed the city, even if you're still in the 10 turn "grace" peace period. Shouldn't I have at least an option NOT to declare war?
- It would be nice to be able to disable that bribe functionality completely.
- My "Field of View" setting is never saved after quitting the game.
- I also seem to have to tell the workers to never build forts in the automation section for each new game I begin.
- When commanding a worker to automate / build a road network, it sometimes selects all other units in the same tile to accompany him, even if only the worker itself was selected (I haven't really found a logic behind this yet).
- Partisans seem to spawn too early / are to strong when they're available. They're stronger than any other unit at that time.
- They also seem(ed?) to be able to spawn in water tiles even if there is no sea tunnel.
- I would love a "semi-quick" combat option. Currently enabling quick combat for defense only shows you the result of a fight in the combat log, whereas the normal setting shows the whole combat rounds. I would love to be able to see the actual combat itself, but not the various rounds of it, only the outcome.
This may be related to the minizime AI turn time setting I have enabled though. - I don't entirely understand the concept of Zone of Control. Sometimes you're able to move to a specific tile, sometimes not. Sometimes you can only approach that tile from a specific direction. Sometimes there's even a distinction between different units if they're able to move to a tile or not.
- Add a range indicator for Field Commanders.