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Thread: Credit where its due

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    Default Re: Credit where its due

    Constructive critcism, here we go...

    I think it's badass that cavalry now automatically tries to line up and hit nme units from the rear. I also think it's cool how cavalry actually PLOWS THROUGH infantry formations. With that ability you can actually impliment things like trample damage and such. That's definitely an improvement.

    As constructive criticism I would say that there is some kind of pathing bug that will often lead cavalry units to jaunt next to, or even partly within, nme infantry units, not killing any of them. There are also issues where, unless your cavalry is coming from either directly in front or directly behind an nme unit, it will not charge or attack but try to maneuver to the rear. That can be a bad thing, especially with big units and tight surroundings, or when there are nme spear units on the way to the nme's rear. I think these are associated with the predisposition of cav to always try and charge at the rear. I want a way to force cavalry to charge from wherever they are, no matter what degree on the compass. I want them to do what I say and not try to think for me. Perhaps single-clicking on an nme unit should prompt my cav to try and get behind that unit before charging, while double-clicking should force the cav to charge straight from where they are. I have no idea how to fix the 'jogging along side' problem.

    For the Julii at least, I think it's cool that the infantry get some javs to throw before charging. Just one more smart Roman idea. There are some problems associated with order response delays, pausing to throw pila when you don't have any, and the pila having too short a range or taking too long to through that only one volley gets off before your unit gets charged. That may be on purpose, so that the Roman unit can use the pila on two seperate targets throughout the battle, I'm not sure. There's also a problem with Roman infantry, not on Guard/Hold, not forgoing the pila an charging when an nme unit comes within skirmish range. This bug causes Romans to go through a futile attempt to throw the second pila while they get charged by the nme. At some range the Romans should see there's no time to through the 2nd one and instead they should charge the nme too. That would be a cool adjustment to unit behavior.

    For the trifecta (all rights reserved) I think the buildings look really nice in the battle map, and their descriptions in the build menus are cool too. As constructive criticism, I would like to see more tangible effect information provided on the description cards (like in MTW) that gave you hard numbers about the economic affect a particular building would provide. Farms, for instance, currently say something like +4 Farm output, but I don't know how many dinari more +4 provides over +3. In MTW the farm and mine upgrades would tell you, flat out, how much money you'd get each turn if you built that upgrade (though the MTW merchant buildings didn't). In RTW none of the farm, mine, merchant, road, or port buildings give you any hard economic data. It would be really cool if they did.
    Last edited by Servius; 10-14-2004 at 18:16.
    Fac et Spera

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