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Features/QoL requests

Posted: Thu Jul 18, 2019 1:28 pm
by PDiFolco
Just some minor but useful things imho, I love the game anyway ! :mrgreen:
- Launch screen still indicates "Beta version" ! :shock:
-Options : pls add graphics option to set AA/AF (at least)
-Main menu : would be nice to separate "Campaign" and "Scenarios" (even if there's only 1 currently..), having the Campaign as second scenario in the list is weird
-Main menu : add "Continue" button to load up last save, it's pretty standard
-Army flags : it'll be nice to have a different flag/symbol for navies vs land armies, it's a bit misleading when you've both in the same region. A war navy should also have a different flag than a "transport" one.
-FogE/FoG2 integration : return to FoGE currently launches a .. launcher, then you've to launch the game then import the battle results... bleh why not just doing this automatically ? :roll:

Re: Featues/QoL requests

Posted: Thu Jul 18, 2019 2:02 pm
by Pocus
The new patch should remove some of your entries :D

The game will improve over time as you can guess!

Re: Featues/QoL requests

Posted: Thu Jul 18, 2019 2:34 pm
by shockk
hot key for building menu would be very nice :)

Re: Featues/QoL requests

Posted: Thu Jul 18, 2019 3:44 pm
by Geffalrus
Seems like a good threat to collect these things. Here's my requests so far:

- Either a clearer understanding of the priority rules for units occupying the primary frontage in a battle where army numbers exceed frontage. For example, why do Merc Infantry seem to take precedence over Companions and why do Urban Militia take support/skirmish priority over Archers and other skirmishers? Or, what determines where in the line support troops are located? I've had issues where my best troops in the center were supported by skirmishers (+2) instead of the archers (+3) who went farther down the line. Understanding the logic behind why they go out to the side would be helpful.

- Greek Palace Guards have a pike unit graphic, while actual Phalanx units have the Hoplite graphic. Perhaps this is a mistake? At the very least, the Phalanx units - must - have a pike unit graphic like the Silver Shields do.

- Faction flags: Why does Epirus have what appears to be something very similar to the Achaemenid Eagle, while the Bactrians have something that looks closer to a dog (or a horse I guess if I squint)? Traditionally (in games at least) Epirus gets represented by either the Molossian Hound or the Thunderbolt of Zeus (which sometimes also gets used for Syracuse). Perhaps the Epirus and Bactrian flags should be switched?

Re: Features/QoL requests

Posted: Fri Jul 19, 2019 9:50 am
by pnoff
A way to track how many cost increasing units I already have.

Re: Featues/QoL requests

Posted: Mon Jul 22, 2019 8:41 pm
by Geffalrus
Pocus wrote: ↑Thu Jul 18, 2019 2:02 pm The new patch should remove some of your entries :D

The game will improve over time as you can guess!
Also, please fix it so that heavy cavalry with better stats are no longer placed in the reserve ranks while objectively weaker units like Regular Infantry and Medium Cavalry stand in the front line and get slaughtered. As a Diadochi player, this shows up early and often, leading to a lot of frustration.

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 9:59 am
by LDiCesare
What I would like is better user interface in terms of clicks/mouse move. For instance a keyboard shortcut to go to the next notification. Right now, it's go to the right of the screen, click on the 'building has been built', then move your mouse to the lower left part of the screen, click the tool button, choose building, move to the right end of the screen, repeat and rinse.
I've been playing this game too much for my health and my mouse-hand is starting to hurt even though I spend all my days all the time on a computer, so there's definitely something bad in the way the game forces you to move the mouse all over the place all the time.

Having popups that can be customised would be cool too. I don't care about the failed raids for instance. I know those guys are going to raid me anyway. I don't care about the siege results, I can view them on the map. It would be nice to be able to tell the game that I don't want to see these.

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 12:20 pm
by PDiFolco
Laurent 😉 then just right click on the notifications you don't care about!
Another area for improvement is to better show if "important" buildings (level 3 or wonders) are available to build somewhere.. even for level 2 but they're less important.
Currently seems you have to browse your dozens regions one by one to see what they can get, it's pretty tedious

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 1:01 pm
by LDiCesare
When you own Iberia, Gaul, Italy, North Africa and Greece, there are a lot of notices you have to right-click away and it's a pain. I routinely have 5 or 6 failed raids and 6 siege notices, for a total of 12 useless clicks per turn.
And indeed the ledger needs some improvement. I use it to look for idle regions. That works, except:
1/you have to reselect the filter (construction) every time you open the ledger
2/the province I selected is updated in the list after I change the production (it's no longer idle), so I have to scroll for every province again.
The auto-update of the filter list looks nice in theory but in practice, I tend to filter along a criterion in order to change it: Build stiff or increase culture output. In the first case I have to scroll back upwards, in the second case I must remember what's the next region after the one I'm updating and scroll back down to it.

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 1:21 pm
by shockk
No, notifications are really annoying currently. 90% of them arn't useful, but there are those 10% that you need to know but become hidden in spam. I find the building and pop ones not useful as i build province by province, however the useful how much income you get from raiding is locked behind the 2nd level of messages (and who knows what else). When you get 30+ messages a turn it gets old fast

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 2:52 pm
by Batman6794
I agree with some here that the deployment of units is a big source of frustration.

I’d love to see a manual deploy option. This can take the form of dropping units into slots as you please at the start of a battle (though this feature would have to be disabled for multi-player) OR an option to click on an army and dictate how it deploys in a given frontage. (Ie a front of four slots looks like this, five slots looks like this, and so on)

The second option puts a LOT of administrative work on the player, but armies can still auto-deploy win the absence of player input.

At the very least you’ll have the option to manage your deployment before a ceitical battle, and making the decision youself will add a tactical flavor and emotional investment from the player.

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 3:02 pm
by Geffalrus
Batman6794 wrote: ↑Tue Jul 23, 2019 2:52 pm OR an option to click on an army and dictate how it deploys in a given frontage. (Ie a front of four slots looks like this, five slots looks like this, and so on)

The second option puts a LOT of administrative work on the player, but armies can still auto-deploy win the absence of player input.

At the very least you’ll have the option to manage your deployment before a ceitical battle, and making the decision youself will add a tactical flavor and emotional investment from the player.
+1

I think adding a button to open a generic template for each terrain type for an army would be wonderful. And really, I'd only use it for big armies where there is an excess of units. For small armies, there's not as much point.

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 3:10 pm
by PDiFolco
Geffalrus wrote: ↑Tue Jul 23, 2019 3:02 pm
Batman6794 wrote: ↑Tue Jul 23, 2019 2:52 pm OR an option to click on an army and dictate how it deploys in a given frontage. (Ie a front of four slots looks like this, five slots looks like this, and so on)

The second option puts a LOT of administrative work on the player, but armies can still auto-deploy win the absence of player input.

At the very least you’ll have the option to manage your deployment before a ceitical battle, and making the decision youself will add a tactical flavor and emotional investment from the player.
+1

I think adding a button to open a generic template for each terrain type for an army would be wonderful. And really, I'd only use it for big armies where there is an excess of units. For small armies, there's not as much point.
Good idea!
Yet there should still be a chance to get"ambushed" and have a rotten random setup 😬

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 3:28 pm
by Geffalrus
PDiFolco wrote: ↑Tue Jul 23, 2019 3:10 pm Good idea!
Yet there should still be a chance to get"ambushed" and have a rotten random setup 😬
Maybe something only happening in extreme terrain like Forest, Mountain, Steppe, and Desert? Maybe related to a general's trait?

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 3:39 pm
by PDiFolco
Geffalrus wrote: ↑Tue Jul 23, 2019 3:28 pm
PDiFolco wrote: ↑Tue Jul 23, 2019 3:10 pm Good idea!
Yet there should still be a chance to get"ambushed" and have a rotten random setup 😬
Maybe something only happening in extreme terrain like Forest, Mountain, Steppe, and Desert? Maybe related to a general's trait?
Not necessarily only in some terrain, you can be surprised attacked at night, troops can hide in fields...but yes more chances on difficult terrain!
A general trait would be great, so we could have Hannibal!

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 4:39 pm
by Bamilus
Ok, so my biggest pet peeve is moving citizens.

1. Is there a way to move individual citizens/slaves without juggling groups back and forth? Right now I know clicking selects the citizen and all of them to the right.
2. If there isn't a way, then is this intentional game design to prevent you from moving certain citizens and slaves individually between buildings?
3. If this there isn't a way and this isn't game design, then please modify the GUI to allow me to move the citizen/slave(s) of my choosing.

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 4:51 pm
by PDiFolco
Bamilus wrote: ↑Tue Jul 23, 2019 4:39 pm Ok, so my biggest pet peeve is moving citizens.

1. Is there a way to move individual citizens/slaves without juggling groups back and forth? Right now I know clicking selects the citizen and all of them to the right.
2. If there isn't a way, then is this intentional game design to prevent you from moving certain citizens and slaves individually between buildings?
3. If this there isn't a way and this isn't game design, then please modify the GUI to allow me to move the citizen/slave(s) of my choosing.
That baffled me as well, didn't find a way to avoid group select, and to just reallocate slaves ..
I went past it by selecting the "first citizen" left of the group I want to move, put them somewhere else (culture for example), then moving the slaves and putting my citizen back...a bit tedious I admit

Re: Features/QoL requests

Posted: Tue Jul 23, 2019 7:44 pm
by MoLAoS
PDiFolco wrote: ↑Tue Jul 23, 2019 4:51 pm
Bamilus wrote: ↑Tue Jul 23, 2019 4:39 pm Ok, so my biggest pet peeve is moving citizens.

1. Is there a way to move individual citizens/slaves without juggling groups back and forth? Right now I know clicking selects the citizen and all of them to the right.
2. If there isn't a way, then is this intentional game design to prevent you from moving certain citizens and slaves individually between buildings?
3. If this there isn't a way and this isn't game design, then please modify the GUI to allow me to move the citizen/slave(s) of my choosing.
That baffled me as well, didn't find a way to avoid group select, and to just reallocate slaves ..
I went past it by selecting the "first citizen" left of the group I want to move, put them somewhere else (culture for example), then moving the slaves and putting my citizen back...a bit tedious I admit
This is my life every game. Torture.

Re: Features/QoL requests

Posted: Wed Jul 24, 2019 12:12 pm
by Bamilus
Another thing I'll add - I'd really like to see diplomacy expanded. Right now, based on my understanding, the AI likes to declare war a lot and the problem is if some nation declares war on me that has territory that I don't want right now, I'm forced to beat them and usually take at least some of their territory in the process, due to 1 turn sieges, until peace. I wish there was a way on peace to return the territory or demand money or something.

Re: Features/QoL requests

Posted: Wed Jul 24, 2019 1:34 pm
by Batman6794
Bamilus wrote: ↑Wed Jul 24, 2019 12:12 pm Another thing I'll add - I'd really like to see diplomacy expanded. Right now, based on my understanding, the AI likes to declare war a lot and the problem is if some nation declares war on me that has territory that I don't want right now, I'm forced to beat them and usually take at least some of their territory in the process, due to 1 turn sieges, until peace. I wish there was a way on peace to return the territory or demand money or something.
Or a way to invade, attack, and destroy without having to conquer the territory.