This is what I notice still, some of this is simply my thoughts, couple are still outstanding bugs. Game is getting a lot better!
*City list - Clicking on a city name did not center my to that city. Clicking on cities production did not take me to that city to pick production or bring up a production queue. Same with units production.
*Clicking on details and then picking an options looks to be a few clicks more than necessary.
*When My hero completed the Magical Compass quest he disappeared in the FOW till next turn.
*When adjusting the slider for music volume the music was crackling.
*AI still asks to make treaties but will not accept any treaties.
*City HUD still cuts the end graphic for production amounts.
*When the AI researches more quests and updated goodie huts it blocks new city location to early in the game. Turn 50 and I was blocked from a great placement for a new city because there was a Dark Mithrial Statue. This also goes with taking up building squares in my own territory I'm still forced to research to clear them so I can build on that tile.
*Having early quest spawn there completion points to close to enemy territory create a situation where if the AI territory expands you are forced to go to war with them to complete the quest. This goes also for the starting Hut to start the quests in the early game.
*Still cant move the City level up pop-up menu so I can see the HUD of the city or the resources it controls. Granted it centers on the city but it covers it up. (would be nice to postpone the level up indefinitely, could make it a (!) next to the city name on the city management screen for a reminder a LVL up bonus is ready)
*Quest taking up the whole screen takes me away from the game. If the whole thing was the same size as the city level up pop-up/learn new spell pop-up it would feel I wasn't whisked away from the elemental world. (this also goes with the marriage full-screen)
*In unit design menu the "other" equipment/hair have a attributes and cost associated with them all. They never cost anything or have any attributes.
*In unit design there are still no color options for Hair or anything else.
*Still creating new units I will not make. Most of us create our own units and customize the name and everything else. I think a message that says new equipment available to create and upgraded units available is a better deal. Or may be a option in the game play options to toggle auto unit creation on and off.
Turn 116 in.
*Pioneers are still running around unescorted and founding cities next to players units when at war. (Its a walk in and take next turn)
*Single units still cant be merged to groups after researching the required tech for groups. (this is on my wish list)
* unit path finding - when I send a unit anywhere and its a non hero unit, when it steps into a goodie hut during its auto move for that turn, I get the pop up saying "only a hero can go there". (suggestion, In Hearts of Iron 2 there was a check box in the pop up saying "don't show this message again". If you checked it you would not see that type of message anymore.)
*AI pioneers can demolish tile improvements with no combat ratting.
*AI pioneers in tactical combat move to engage when they should run like hell and escape.
Trained units should be allowed to escape and the AI should use the run for the hills - live to fight another day tactic, at least the AI kingdom factions should imho. This forces a choice (FORK) for the player, to equip speed to be able to run them down or use magic to snare them or just let them go...
All trained unit should be able to flee if able, at least to the same level of retreat that both AOW and MoM had, which was somewhat limited, I believe the attacking side could...
Good point.
Allowing units to escape could help the AI a lot, and I'm all for that. It would actually be kool to see the AI do something intelligent like (assuming it was attacked by a numerically superior force): cast mud flow (whatever that spell is that slows the attacker) and run for the hills with all of its units instead of doing the same suicidal stupid rushes all the time. This should go for wandering monsters too. It would be nice if there was a tactical "smoke screen" spell that covered sections of the battlefield & reduced the attacker's attack vs units in the smoke (especially vs archers). This would certainly be an appropriate spell for "air" or "fire" magic book, "fog" or "mist" would be appropriate for "water" magic.
Of course, the AI needs to programmed to use this liberally, otherwise it shouldn't be added because it would just serve the human player.
But if a unit had a good chance to flee, you can be chasing a single scout forever.
And while that happens, it's running around, destroying your resources...
Then the TC map size should be increased such that the defender will be in the middle, and allow all stacks adjacent to the defender to participate, allowing you to surround the enemy if you do not want them to escape.
Then you need to use an archer or spellcaster as the attacker. Scouts can't outrun arrows, horses, or spells.
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