What would you change?

Here's something that bugs me, though I suspect it is a 'vanilla thing' outside The Team's influence.

Changing specialists. Let's say I want to change an priest into a sage. It takes three mouse clicks when it should take two. I should be able to click the priest to a generic specialist, then click the generic into a sage. But what happens is I click the prist inot a generic, then a I click a sage, but the game selects a tile-working population point insterad of upgrading the generic specialist. Then the extra mouse click is used to place the generic back onto the tile I want worked.

Sometimes, when the city is at absolute food production, you can switch a specialist easilly. The game will not extract a tile worker if that results in a starvation condition. But usually it takes the extra click. That's definitely in the irritating-but-not-a-gameplay-issue-but-did-I-mention-the-irritating-part territory, if you ask me. (Which you did, neener neener.)
 
Zuul said:
When I subdue animals they often comes one plot away from the unit, making them very vulnerable (and other gets killed by another animal). I think they should be moved to the same plot as the unit that took over them.

Another think about this, maybe some scout units should have some minor chance to take over animals right from the start, but only 5-10% or so, and the promotion raise it to 75%.


Grey Fox said:
Same thing when capturing slaves.

Kael, what are your thoughts on this?
 
The problem is that the subdue-code is run before the victorious unit moves. This means that animals and slaves will appear on the plot the unit attacked from, even if the winner moves away afterwards. One could make a new after-combat event that comes after the movement instead of before.
 
Here's something else from Vanilla that bothers me:

I'm out adventuring early in the game. My scout gets hurt. I tell him to fortify until healed. A bear comes along and eats him. What I want is "sentry until healed." Once that bear showed up my scout should have woken up and run away. It knows it can't take on a bear.
 
Zuul said:
Kael, what are your thoughts on this?

Yeah, as Teg said I place the unit where the attacker is at that point in time. Then afterwards the attacker moves into another tile. It all seems like one action to the player but thats not the case.

If I was to move the captured unit into where the attacker will be that would cause a CTD as their are enemy units in that square (the defending unit that lost combat has been removed yet). So Im kinda stuck with the current policy.

That doesn't mean I couldnt write a pretty elaborate routine that would move the defender, place the captured unit, clean up the defneder in the new location, etc. Just that there isnt a simple way to handle it and the "fix" could be as bad as the problem.
 
Hypnotoad said:
Here's something else from Vanilla that bothers me:

I'm out adventuring early in the game. My scout gets hurt. I tell him to fortify until healed. A bear comes along and eats him. What I want is "sentry until healed." Once that bear showed up my scout should have woken up and run away. It knows it can't take on a bear.
just use Sentry instead (though not it MP, it doesnt work)

Sentry and any command you give it that has it not move or attack that turn, will heal the same amount per turn as tho youve hit "rest until healed" (which is only different in that it might not get the fortify bonus and stops once your unit is healed instead of when a unit is near)
 
One small thing with the adaptive trait: It would be nice if the trait you lose is removed before you get to select a new one. That way you can see what you really have, and chose the lost one again if you want.
 
formless blob said:
One small thing with the adaptive trait: It would be nice if the trait you lose is removed before you get to select a new one. That way you can see what you really have, and chose the lost one again if you want.

We have fixed that. In 0.16 one of the traits is marked (permanent) and the rest are open for picking.
 
Sureshot said:
just use Sentry instead (though not it MP, it doesnt work)

Sentry and any command you give it that has it not move or attack that turn, will heal the same amount per turn as tho youve hit "rest until healed" (which is only different in that it might not get the fortify bonus and stops once your unit is healed instead of when a unit is near)

If I just put my unit on sentry, I forget about it until some unit happens to go by. I've left units for 30 turns that way...

It would just be convenience, but I think a fairly major one. I don't like having to keep tabs on units that aren't doing anything important.
 
Sureshot said:
ya, but id hate having my units on heal in a stack waking up every turn because enemies are near... you just gotta pick one and accept it lol

Why do you have to pick one? Why couldn't there be two orders: fortify until healed and sentry until healed?
 
Sorry if this is a repeat coz i haven't read all the thread:

When your city defender units gain enough XP for a promotion they automatically stop being fortified! This is annoying because they lose that (significant) +25% bonus!!!
 
When playing the elves, there is alot of micromanagement when you have to place forests under your cottages (pilage -> bloom -> cottage). It would be nice if you could plant it on top of the cottage. This issue keeps me from playing the elves. Automatic reduction to basic cottage would be acceptable, its about the micromanagement.

Another thing is the graphics. The cottages displace the trees, so when they grow to towns it is hard to see that there is actually a forrest there. That gives a wrong image. It would be nice if there where special treehut graphics for that. Alternatively have the forest be on top of the cottages, like the ancient forests are.

edit: Oh and another unrelated thing: Would it be possible to not wake up the casters when they level? I like to keep a bunch unleveled, so I can chose later. Its a bit of a nuicance when they keep bugging me everytime they level.
 
The kijukib (sp?) sound is very unpleasent. It is too long and sounds like the speakers are dying :(

Maybe make it shorter and less loud, or probably take a completly new one.
 
One change that i really hate that somebody on the team did was give a defense penalty in desert.

This is unrealistic first of all, because you dont lose any defense just because your out in the open. Of course you dont get a defense bonus either.

But just because your out in the open doesnt make your army formation or armor any weaker. So i kinda dont get this change.

I guess i can live with the movement penalty in deserts if only to make the malakim unqiue.
 
Xanikk999 said:
One change that i really hate that somebody on the team did was give a defense penalty in desert.

This is unrealistic first of all, because you dont lose any defense just because your out in the open. Of course you dont get a defense bonus either.

But just because your out in the open doesnt make your army formation or armor any weaker. So i kinda dont get this change.

I guess i can live with the movement penalty in deserts if only to make the malakim unqiue.

I disagree with this. I think it ads to the gameplay that there is terrain with a negative defensive bonus. You have to be carefull when entering a desert! You can use it to make killing fields at chokepoints, and all kinds of other tactical stuff.
 
Xanikk999 said:
One change that i really hate that somebody on the team did was give a defense penalty in desert.

This is unrealistic first of all, because you dont lose any defense just because your out in the open. Of course you dont get a defense bonus either.

But just because your out in the open doesnt make your army formation or armor any weaker. So i kinda dont get this change.

I guess i can live with the movement penalty in deserts if only to make the malakim unqiue.

Actually a classic example which could easily be mirrored in FFH2 is of the Knights Templar defeat in the desert. I think they were trying to get to an oasis which was blocked by Saladin's army. They were weakened by the desert heat and dehydration and were easily defeated by Saladin's army (the not-so-good leader was ransomed back however).
http://en.wikipedia.org/wiki/History_of_the_Knights_Templar#Decline
 
ya, i love the added strategy that the deserts now add

id like more unique terrain if anything

like ice costing 2 movement, and giving +15% def, and reducing visibility (basically an anti-sentry promotion)

mountains costing 3 movement so they arent super highways, and having like +100% defense (so that the creation of rangers doesnt turn mountains from blockades to superhighways... instead it would go from blockades to near-blockade, you'd be able to put your own rangers up there to defend your new openings)
 
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