CivLuvah
Deity
Thank you again @Catoninetales_Amplitude for answering our feedback!
While edge-scrolling is not implemented yet, click-and-drag should work.
I liked the first scenario, lots of things familiar from the Endless Legend/Endless Space series. The other scenarios I found very dull... might be because tactical combat is not something I've ever enjoyed nor found interesting. I'm sure everyone complaining about combat in Civilization 5/6 will love it though.
Ah! That explains it! Londonia/Lundonia is presumably a medieval Latinisation of the Old English.The names Londonia and Oxeneford are taken from the Domesday Book.
Pacing is one of the areas we were looking for feedback, and we got a lot.
My major criticism of the battle system, as much as I really like it, is that auto-resolve is too slow. I expected it to be just lickety-split, like a blimp, similar to how Total War auto-resolves battles (I've never actually gotten deep into a Total War title either, but I've seen videos of auto-resolve in action). Instead, the auto-resolve here seems to take its time, step-by-step. I assume with auto-resolve when you're in a major war, and you don't have time to manage your battles, you can just focus on the ones with the highest stakes and then use auto-resolve for the rest. If the auto-resolve in the OpenDev scenarios is this slow, wars would be a slog. I hope this gets addressed early on or at least modified in a way that has a good amount of speed.
- The siege is my favourite battle! They actually feel like sieges. I love how powerful the trebuchets are. They're so powerful that in my third playthrough, only a lone trebuchet was left standing, and I was able to defeat all units with just one trebuchet.
- I also like how ranged units can shoot from far away, as opposed to, say two or three tiles away.
- There are no indicators of whether the tile is high terrain whenever I hover over a tile in battle mode. It would be useful to know so I could plan accordingly.
- There is no distinction between the unit classes. In battle three, I had a hard time realizing that what I thought was a swordsman was actually a pikeman. I know this would be fixed later on in development.
- Line of sight for ranged units wasn't clear to me either. In battle 4, for instance, my arquebusier was on top of the cliff, and an enemy of the same unit was in front of me. Somehow, I could kill defeat him. I assume this is because it's too near to be in my light of sight? It was really all clear to me. This is also a question if this is supposed to be how light of sight works.
- In battle 1, I like how they put an independent people (The Akkadians) in the scenario - a taste of what's to come!
- I always find it funny that a unit of mine can die at the same time as the opponents. It happened to me several times.
- I found this glitch in which one of the swordsmen was doing a T-pose, probably doing a blood-eagle ritual before battle (I know what an actual blood eagle is, so please don't remind me :/)
The siege is my favourite battle! They actually feel like sieges. I love how powerful the trebuchets are. They're so powerful that in my third playthrough, only a lone trebuchet was left standing, and I was able to defeat all units with just one trebuchet.
I believe the Trebuchet's in Scenario 2 were beefed up a bit. You can probably see the real strength value in the Scenario 3 tech tree somewhere, but I don't remember it off the top of my head.I'm not sure if I like how powerful trebuchets are, it is weird that those siege weapons are decimating enemy army as if they were a rocket artillery. Maybe that's the prelude of later stages of siege units but still, I think siege weapons should be mediocre vs units before gunpowder.
As Elhoim mentioned, we are working on this. We want to have both the current automation (which you can turn off at any moment if you think you need to intervene), as well as a more "instant" auto-resolve. For the time being, you can simply click out of the battle and go manage your empire while the battle plays itself out.My major criticism of the battle system, as much as I really like it, is that auto-resolve is too slow. I expected it to be just lickety-split, like a blimp, similar to how Total War auto-resolves battles
As Elhoim mentioned, we are working on this. We want to have both the current automation (which you can turn off at any moment if you think you need to intervene), as well as a more "instant" auto-resolve. For the time being, you can simply click out of the battle and go manage your empire while the battle plays itself out.
6. Wait, what?
Yes, the city of Kadesh belongs to independent people in this scenario, though you're not getting to see much about them other than their existence.This was what I was referring to in Battle 1. @Catoninetales_Amplitude correct me if I'm wrong if this is supposed to be an independent people
1) Moving units still takes a lot of the early turns.
Keep in mind that the 20 "Generals" was just for this scenario. The proper game seems to have a much lower limit, and I think it would be more in line with the 3rd scenario in which you could have 8 armies at medieval, so maybe around 4-5 at the start of the game.