Author Topic: Biggest improvements needed - discussion thread  (Read 5285 times)

Offline Hearteater

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Re: Biggest improvements needed - discussion thread
« Reply #15 on: May 08, 2013, 10:47:27 am »
I haven't played 0.805...does it snap to the Faction's Town Center when you switch End Turn? (The oldest Town Center in the case of multiples)  That was the biggest aggravation for me, and made it very hard to keep playing.

Offline PokerChen

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Re: Biggest improvements needed - discussion thread
« Reply #16 on: May 08, 2013, 10:52:13 am »
What do you all think of visually and textually distinguishing manufactured resources from global resources, everywhere they are mentioned?

(1) I mean a separate terminology. Every-time the game refers to a manufactured resource it says that it is made/produced/manufactured, whereas all primary resources are referred to as available/bred/grown/mined.

(2) In particular, all texts that refer to resource availability are currently green or red. I would suggest to keep this only for global resources. All manufactured resources are instead yellow/red or light blue/red.

This is the expected outcome for a greek horseman: "14 bacon (28 manu.)" "4 horses (6 avail.)"

= = =
The Bakery: On Demand: Makes  1 Bread (icon) from 3 wheat (icon).
The Smelter: On Demand: Makes 1 Steel (icon) from 4 iron (no iron-mine) (icon).

The wheat-farm: Grows 4 wheat (icon) per turn.
The sheep-farm: Breeds 3 sheep (icon) per turn.

And when smelter is missing for the Norse thrower:
"14 mutton (15 manu.)" "7 steel (no smelter)"
..versus when there isn't enough iron:
"14 mutton (15 manu.)" "7 steel (4 manu.)"
« Last Edit: May 08, 2013, 10:59:34 am by zharmad »

Offline Greywolf22

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Re: Biggest improvements needed - discussion thread
« Reply #17 on: May 08, 2013, 03:00:49 pm »
I haven't played 0.805...does it snap to the Faction's Town Center when you switch End Turn? (The oldest Town Center in the case of multiples)  That was the biggest aggravation for me, and made it very hard to keep playing.

No it doesn't...and to me I think that's a big issue.

Offline Hearteater

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Re: Biggest improvements needed - discussion thread
« Reply #18 on: May 08, 2013, 03:03:16 pm »
I haven't played 0.805...does it snap to the Faction's Town Center when you switch End Turn? (The oldest Town Center in the case of multiples)  That was the biggest aggravation for me, and made it very hard to keep playing.

No it doesn't...and to me I think that's a big issue.
Can anyone think of a reason this SHOULDN'T be put on the Mutual Improvements board?  I don't think it will take long to implement consider the action playback already has a "snap-to" feature.

Offline PokerChen

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Re: Biggest improvements needed - discussion thread
« Reply #19 on: May 08, 2013, 05:27:56 pm »
I haven't played 0.805...does it snap to the Faction's Town Center when you switch End Turn? (The oldest Town Center in the case of multiples)  That was the biggest aggravation for me, and made it very hard to keep playing.

No it doesn't...and to me I think that's a big issue.
Can anyone think of a reason this SHOULDN'T be put on the Mutual Improvements board?  I don't think it will take long to implement consider the action playback already has a "snap-to" feature.

Moderately for. I'll add it to the list then.

Offline SRombauts

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Re: Biggest improvements needed - discussion thread
« Reply #20 on: May 09, 2013, 03:07:35 am »
snap to the Faction's Town Center when you switch End Turn? (The oldest Town Center in the case of multiples)  That was the biggest aggravation for me, and made it very hard to keep playing.
Please support the related issue:
http://www.arcengames.com/mantisbt/view.php?id=11376: [UI] Start of Turn: jumping to a Town Center of the civ would be helpful

Offline Cinth

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Re: Biggest improvements needed - discussion thread
« Reply #21 on: May 09, 2013, 03:08:56 am »
Your link is broken
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Aquohn

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Re: Biggest improvements needed - discussion thread
« Reply #22 on: May 09, 2013, 04:33:12 am »
Well, the whole snap-to-town thing doesn't look to me to be terribly urgent or major. It's annoying, yes, but it doesn't make the game frustrating/unbearable.
Arcen in Summary:
thank you so much, RNG
It aims to please!

Or is that "to kill"?  Hmm.

Offline SRombauts

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Re: Biggest improvements needed - discussion thread
« Reply #23 on: May 09, 2013, 04:37:45 am »
Your link is broken
sorry, it works for me, at least with Chrome under Windows and Android

Offline SRombauts

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Re: Biggest improvements needed - discussion thread
« Reply #24 on: May 09, 2013, 04:39:17 am »
It's annoying, yes, but it doesn't make the game frustrating/unbearable.
Yes, exactly, annoying, but not unbearable.
=> But not good for press release, because so obvious, I think!

Offline Mick

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Re: Biggest improvements needed - discussion thread
« Reply #25 on: May 09, 2013, 06:18:03 am »
As I'm now building more towns and getting farther in the game, scrolling between the towns each turn is becoming my biggest annoyance.

I've written a mantis ticket to suggest a mini-map, and I think that would solve this for me. It doesn't need to be fancy, just something I can click on to quick-jump to the area of the landmass that I want to work on.

A non-minimap option that I think is elegant is to jump to where you last placed a building/tile/whatever for the faction whose current turn it is. In the vast majority of the time, that's going to be where I want to build next, or at least very close to it.

Offline SRombauts

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Re: Biggest improvements needed - discussion thread
« Reply #26 on: May 09, 2013, 07:34:54 am »
Yes, good Idea, I added some cross links between related issues!

Offline Misery

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Re: Biggest improvements needed - discussion thread
« Reply #27 on: May 09, 2013, 09:26:44 am »
One that I wanted to point out:


THis seems to be an overall issue, which is with the AI, how pretty much any kind of unit will occaisionally do really weird crap like bounce back and forth between two tiles, or go in circles, or wander past enemies in a random direction without attacking, or strange things like that.   On very rare occaisions I'll get one that simply stands perfectly still for a number of turns and doesnt do anything.

Aside from some remaining UI things, this is the only problem I'm aware of right now, but it really does seem to affect EVERY unit type.

Offline madcow

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Re: Biggest improvements needed - discussion thread
« Reply #28 on: May 09, 2013, 09:35:38 am »
Definitely are some AI issues. I have arsonists making a beeline to enemy units and killing themselves rather than buildings. My barracks/archery units seem to ignore ruins while my siege engines always seem to go after them.  Units with that multiple attack ability will attack one guy then start to move around it rather than attacking it again.

Unfortunately, I'm not sure that fixing AI issues like this is going to be doable considering how many factors I'm sure weighs into their actions.

Offline orzelek

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Re: Biggest improvements needed - discussion thread
« Reply #29 on: May 09, 2013, 10:11:07 am »
I dropped few mantis issues about AI today.

It seems silly sometimes to the point when you look at the unit and think.. how it could be so stupid ;)

Stuff like ranged units moving instead of shooting and running out of move points to shoot at all.
Or infantry moving past enemy units to attack something else...