First off, great start to the game. Loved the intro screen, brought me back Obviously there isn't much game there to comment on with suggestions and is still early and looking to keep the thing running without crashing. I was able to play around for about 20 min last night, ending in a CTD after tearning in the main map graphically. I think this type of CTD has already been reported, there was no err log for me to add other then to say i CTD
But anwyay, I just had a suggestion for unit movement. I would like to see the units move in this manner:
1. Click to select destination. Draw point for destination, and draw a line for path to be taken. I would borrow from total war here and use a line that is colored differently for each turn of movement.
2. If unit has movement points, unit immediatly starts moving towards destination.
3. End turn.
4. Unit will NOT move at the start of the next turn. When you select /make active the unit, it will show his destination. There should be a GUI button and hotkey to "Move/Continue. When you press this, the unit will continue trying to walk along the path you have already set.
5. If you hit end turn, and you have not manually 'forwarded' the guy along his path (ie still has movement left), then the unit will walk towards his destination automatically.
Here are my reasons for this. In strat games, you usually move your units with intention to explore, or reach a certain destination. The problem is, is that everytime you push the end turn button, and everytime you explore some fog of war areas, your strategic picture of the world changes and you need to keep evaluating what your unit is finding as it moves. At the same time, if your destination is half way across the map, and you arent too sure of the shortest path, you don't want to have to keep scrolling and clicking on that far away point every turn.
When I move units, I want to watch them move. I may be advancing say 3 stacks towards an enemy town. As I walk there, I cruise by an enemy stack on its way to my town. Now, the first stack has already moved, but he has reveiled this new threat. My two other stacks now have the opportunity to move and react to this new threat.
If I had auto moved at the beginning of the turn, the threat would be reveiled this turn, but my units would have auto moved before I had a chance to use their movment points correctly. If I waited until the end of the turn to automove, it would be too late for me to react at all. I could not even start building defensive troops in my towns.
In an ideal world, I would like to use a next button to cycle through units that have movement points, be able to see a path they are currently on, then hit a button to move them along that path without losing it, so I can watch what they uncover this turn of movement.
Total war had something like this, except if you wanted to watch them move along the path you have picked, you would have to go reclick on the destination you set. If i was sending an army on a crusade, that was a major PITA, as it was usually half way across the map.
Right now in the early beta for elemental, you automove at the start of a turn. What this means is a lot of micromanagment trying to hit moving targets. If I right click on a spider, the guy moves towards it, but if end up right next to it, there is still a dest marker on the spider, and if the spider moves away after I hit next turn, then I waste a point of movement as my guy jumps into the empty space. So this means that now I have to try to move on to something, then go right click on my troop to take away the destination marker if I did not reach it to make sure that I don't waste movement points. If the unit would wait after the start of the turn until I tell it to keep moving on the current dest, or select a new one to move to, the problem would be avoided.
Having that 'continue/move' button is essential in streamlining the gameplay, as the most frequent thing you do in these games is move units around.
Yeah, I feel like Im caught in a never ending lag cycle between where I want my units to go, and when I get them there.
There's just a basic satisfaction derived from any game, by getting immediate feedback from your commands, but I just seem to fall quickly into some never ending lag in this game whereby my units have no move points for their turn, and I have to wait till the next turn, not remembering where I sent everyone.
I *know* it's possible for a unit to actually move during it's turn, it happens occassionally, but something about the way this game is set up, allows a player to lose the use of his units during a turn far more than other 4x games. I don't know what the mechanism is in other games that keeps all your units from falling into off-turn auto-moving if you get click happy, but I'd like to get a feeling of more direct control of my units back.
and to follow, it would also be nice if you could click move on an enemy unit to have your unit track them. presently you click on a unit and your unit will move to that *tile* and not the enemy unit to engage. it made tracking down the spiders around my town terribly difficult
Agree
I too would like to see something closer to this suggestion for unit movement. Right now, controlling units requires the most micromanagement of anything in the game, and feels more tedious and arbitrary than fun or natural. That's a first in a 4x game for me. A lot of it is due to the lack of feedback on unit auto-movement and the need to micromanage their movement orders every turn if you're trying to either explore or track and kill an enemy.
Second all these suggestions. Also would be nice to have more visual feedback on whether a unit is set to autoexplore or not: highlight the button or something.
Yes, yes and yes to all of the above.
Another series of dittos here; a 'am I autoexploring or not?' visual cue would be the thing that is currently annoying me the most.
Seconded!
I agree, tracking down spiders etc is really cumbersome, but I think the source of the problem is not that we cannot select enemies (instead of tiles) as the destination, but how the movement system is implemented: all units move at the same time; and here is why: if you and the enemy can move with the same amount of tiles every turn, then it will be impossible to catch up on the enemy, even tough the target was the enemy (instead of the tile it was standing on) *and* even tough the enemy sometimes travels to another direction which would allow you as a player to take a path which is a little shorter.
Now, if the path of the enemy was known beforehand, either by the players trough visible travel paths, or by the path AI for the human player, then it could be possible to literally cut some corners to close in on the enemy, and finally catch it
Bump, I agree with all of this.
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