A way to see what's inside world feature / enemy army.
A way to see what's inside world feature / enemy army.
Are we suggesting what we want to see across the board or just about scouting? I terms of World feature, I'd like the GUI to be similar to MoM's which I thought was just about right in terms of info- not too specific or vague about what you'll face. I was always curious as to why the 'Scouting' skill in MoM didn't help you out with intel on World Features so I think WoM could have a skill or racial attribute (such as for elves) that provides better insight. I assume there are spells etc that reveal all as well.
I think a MoM-esk GUI for world features is a great idea. With enemy cities I think it should depend on how close your armies are. With enemy armies I think you should be able to see what units are in them if they're in your view range.
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I agree with Aaron
---------- Post added at 09:17 AM ---------- Previous post was at 08:13 AM ----------
In MoM every 2 extra food produced = 1 gold. This was a good way for you to get out of negative money without halting production. What happens to extra food in WoM?
---------- Post added at 09:20 AM ---------- Previous post was at 09:17 AM ----------
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I have 2 screens, when i move my mouse to the right I can get to the other screen where I try to write my observations here. However the left screen disappears when I click so I have to paraphrase rather then type exactly the message I see. Would be nice if I could see the game screen while typing.
---------- Post added at 09:31 AM ---------- Previous post was at 09:20 AM ----------
When starting a game, the initial city location should have some sort of minimum population/production requirements. I just started a game where my production and population growth were pretty awful.
At the moment excess food is lost (unless it's stored of course). I would be willing to consider converting it into gold at a set ratio.
The starting city will have a number of "minimum requirements" in time. They're simply not all in place yet.
Everybody needs friends! Aaron's Facebook Page
I like how the granary storage mechanic works & I think the same mechanic only larger to the farmers market would be a good idea too.
Last edited by Troy_Costisick; 08-03-2014 at 07:55 PM.
My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/
I may be doing something wrong, but I think either the spells take too much base mana or the casting skill grows to slowly. I could not cast a level 1 spell false life even after many turns because my casting skill was only 14. I had plenty of mana but no skill. Maybe there should be a sort of logrithmic curve for skill increases where it grows faster at the beginning and slows down as you get higher. Or maybe start out with a base 20 skill. I think you should be able to cast a few spells per battle.
Also in MoM you got some spells to start with, I liked being able to do magic from almost the begining of the game.
Last edited by Nudge; 08-04-2014 at 02:03 AM.
Heya,
I didn't get nearly enough time to play this weekend as I would have liked, yet I do have some feedback I'd like to share. Hope it's helpful
-One thing I would like is to be able to one-click a city and see its area of influence on the strategic map (the fat plus) much like you can see a units movement range on the battleboard.
-It would be great if I could "Clear Orders" for units by right clicking on them in the City GUI.
-For ordering a unit to travel to a city, it would be great to be able to click on the name of the city rather than the door icon.
-The spell False Life has an improper description.
-I chose the Palisade to build and it instantly appeared on the picture of the city in the city GUI before I even built it. I'd prefer city upgrades wait to be shown until after they are done being built.
-I would like to see roll-over labels for the magnifying glass, map, and will icons on the menu.
-The "Join the Steam Community" advertisement covers the Load button on the top right-hand corner when I go to the load screen on most resolution ratios. It is a small annoyance, but if something could be done about that, I'd appreciate it.
-The font used in battle now is MUCH improved. Great work!
-It would be nice to assign movement commands to a unit after it's been in battle to save time. Right now, once a unit fights, I can't give it further commands.
-The cursor stays a boot after battle for about five seconds or so. It's a little irritating on the strategic map when that happens. I don't think it's a bug exactly, just an annoyance.
-The spell circle selection method is very unintuitive and hard to use when creating a custom sorcerer-lord. I've given up on it. Please had plus-minus buttons, an up/down arrow, and/or let me type in the number of points I want to spend. The current system is fancy but too hard to use accurately.
-I LOVE the command options you gave use for the units, especially the fortify until healed option. All icons for them are very intuitive. Great work!
-It would be great if the menu, mini-map, and resource tracker bare in the upper right were all moveable like windows. This way, we could customize our GUI a little bit.
-Auto-combat option is good and quick. Great work!
-The brightness on the newest battleboard is too high. Once units get into the middle of it, they all blend together in a sea of bright yellow color. If you could tone it down a little or perhaps had more shading, that would be great. It's a BEAUTIFUL battleboard, easily the best so far, but it can be hard to keep sight of my units once they're in the middle of it.
-It would be nice if when I chose a unit to be produced in a city, that city would continue to produce those units until otherwise instructed.
-A "Save and Exit to Windows" option on the main menu would be nice.
That's all for now. Hope to play more tonight, and overall, I had a ton of fun with the game. Thanks for all your hard work, team!
Peace,
-Troy
My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/
I'd like to see a mouseover that shows the details of food, production, etc.