hoom
11-09-2002, 16:08
Here's a list of things I think still need to be fixed:
When a crusade trys to enter your territory, the map needs to (properly?) center on that territory so you can judge whether to let it in or not by looking at how full the stack is/how big your army is.
Same goes for pretty much any other event. ie should center on the province. (currently some do, some don't)
Sometimes you can't move units out of armies/merge. I guess something gets stuck. Tends to dissapear via taking a turn.
Similar things tend to happen with right click info sheets.
The solution being to go through several left/right/clicks and status sheets.
Strategic units should be stackable like armies.
The German territories on the strategic map radar are the same colour as the fog of war which makes it useless for working out where Jerry is at.
It would be nice if moved units start the next turn in the location on that province that you put it on instead of the center.
The messages in the tactical map should be moved up the screen a bit by default so that you can still see the battle/deployment.
Some kind of hold key for moving stuff around the strategic map.
Push the hold key when you pick up say an emmisary. Then you can click on the radar to center the map appropriately. Then with the cursor over the correct province, release the key and the piece drops there.
If it could be a multiple hold (like with dungeon keeper) then we could survive without stacking strategic units.
Bring back the coloured arrow in the strategic map from shogun to show that a unit is heading off somewhere.
Better yet, something to say where it is heading too.
There is something totally wrong with the algorithm for dragging units out in the tactical.
If you select a group and left click/drag it out, very often you will wind up with one unit being stretched out wide/few rows deep and another clumped up narrow/way too many rows. It gets worse if they contain different numbers of soldiers.
It almost never rains when you assault a castle. It almost always rains the rest of the time (though I think this latter might be better post-patch).
The smoke/dust often looks really crap particularly from a distance(maybe just my geforce2mx).
I think the camera constraint could be allowed just a little teensy bit lower and higher(both vertically and angularly).
Missile units need to have a target leading calculation built into their targeting algorithm. It needn't be a very flash one, or could even be an intentionally bad one. This could be related to valour too. ie low valour=bad leading, medium valour=reasonable leading, high valour=very good leading.
On the screen where you decide to fight/not fight a battle, often the numbers of particular units are obscured by being over a dark spot of the unit picture. (it would be handy to get a breakdown of the enemy army there too)
When a seige weapon runs out of ammo, the crew goes to alternate attack and charges for the castle.
OK thats about all for the moment. Must go to bed now...
When a crusade trys to enter your territory, the map needs to (properly?) center on that territory so you can judge whether to let it in or not by looking at how full the stack is/how big your army is.
Same goes for pretty much any other event. ie should center on the province. (currently some do, some don't)
Sometimes you can't move units out of armies/merge. I guess something gets stuck. Tends to dissapear via taking a turn.
Similar things tend to happen with right click info sheets.
The solution being to go through several left/right/clicks and status sheets.
Strategic units should be stackable like armies.
The German territories on the strategic map radar are the same colour as the fog of war which makes it useless for working out where Jerry is at.
It would be nice if moved units start the next turn in the location on that province that you put it on instead of the center.
The messages in the tactical map should be moved up the screen a bit by default so that you can still see the battle/deployment.
Some kind of hold key for moving stuff around the strategic map.
Push the hold key when you pick up say an emmisary. Then you can click on the radar to center the map appropriately. Then with the cursor over the correct province, release the key and the piece drops there.
If it could be a multiple hold (like with dungeon keeper) then we could survive without stacking strategic units.
Bring back the coloured arrow in the strategic map from shogun to show that a unit is heading off somewhere.
Better yet, something to say where it is heading too.
There is something totally wrong with the algorithm for dragging units out in the tactical.
If you select a group and left click/drag it out, very often you will wind up with one unit being stretched out wide/few rows deep and another clumped up narrow/way too many rows. It gets worse if they contain different numbers of soldiers.
It almost never rains when you assault a castle. It almost always rains the rest of the time (though I think this latter might be better post-patch).
The smoke/dust often looks really crap particularly from a distance(maybe just my geforce2mx).
I think the camera constraint could be allowed just a little teensy bit lower and higher(both vertically and angularly).
Missile units need to have a target leading calculation built into their targeting algorithm. It needn't be a very flash one, or could even be an intentionally bad one. This could be related to valour too. ie low valour=bad leading, medium valour=reasonable leading, high valour=very good leading.
On the screen where you decide to fight/not fight a battle, often the numbers of particular units are obscured by being over a dark spot of the unit picture. (it would be handy to get a breakdown of the enemy army there too)
When a seige weapon runs out of ammo, the crew goes to alternate attack and charges for the castle.
OK thats about all for the moment. Must go to bed now...