Seems like the "fix it after it's released" approach was taken a bit far.Quote:
Originally Posted by Colovion
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Seems like the "fix it after it's released" approach was taken a bit far.Quote:
Originally Posted by Colovion
, Would like to see missile units peform as they did in shogun where they would stop firing when a friendly unit engaed there target in melee.They would look for enemy targets that were not engaged in melee and shoot at those.This is with fire at will on. Using the alt key to force missile units to shoot in to melee were your are men are fighting.Apply this rule to ai controlled armies to stop those shootting there own men also.
2, The AI inability to keep its genrals alive is a crippling factor for it on the battle map.
3, The speed buttons on the battle map are a bit cumbersome.If poss make them squares with the symbols highlited within the square.Would also be nice to have one more speed option to slow the game down so you can enjoy the full effects of the game once battle gets in to full swing.
4, The AI can have a hard time handling opposing missile troops.It attacks with its skirmishes or other units in a half hearted manner, then withdraws them back to its battle line allowing you to shoot em in the back where they have no shield protection.The AI will just stand there while you shoot it with siege equipment.The same can happen in sieges regarding missile towers.I have seen the AI withdraw out of range of missile units/towers now and again but it needs to do this more often.If withdrawing out of range is not really an option then the AI needs to comit its full force in a full blooded attack,even if it is defending a hill and it was the one who was attacked.Of coures, if the AI is defending a hill and its oppents have no or very limited missile units, then hey,make like a tree :)
5, I noticed my cataphract being over took by some skirmishes,both in charge mode.Albiet the cats were tired and ponderous, but surely even a wiegthed and tired horse beats a man at running.Infact some of those skirmishes are extremly nippy to say the least,did they get there sandals upgraded instead of there weapons me wonders:)
6, The phalanx units seem to need some attention.Im to not sure exactly what it is but they just dont feel right as is.On ocasions they shuffle to the right for some reason when engaged,and require alot more micro manegment than other units.Considering that these units are the mainstay in most armies it would be nice not to micro manage them so much.On a ambitious note,I would like the ability to order my spear units to drop there spears and get out there secondry weapons(if they have em), especially in places like woods and forests were maintaining a cohesive shape is nigh impossible (as it should be)
7,I have the speech option set to zero so that the units on the campaign map carnt speak.The problem for me is that this also stops the pre battle speech and the advisors both of wich I would like to hear somtimes.Any chance of seperating or alowing for more speech options.
8, On the campaign map the AI seems to set a ralley point for its units in enemy teritory meaning that it units are dispersed and easy prey.if poss make it build its armies up in its own teritory with only a few scouting units.
9, Carthage when controled by the AI seems a bit weak.May be an easy soloution to this is to give it more money when controled by the AI at the start of the game, or give it more infrastructure.
10, Ships :) may be limit the amount of ships that can be built to 4 per city and allow the AI to only build one ship in land locked seas.This could be wieghted to allow factions who had a strong naval background such as cathage to 6 ships per city. Juat a thought :)
Me thinks 10 is enuff for now, right ,im off to cut out some roman tongues and any other tongues I come across,it adds to the overall imersiveness of the game :)
Give diplomats, spys and assassins more move points. Because if you put diplomat in all cav. :charge: army that army has a move points of inf. army from there on. :bow: