List of suggestions after most recent 90 hour play on 1.4.x

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Finshed up a 90 hour play, Khuzait controls all fiefs. Played as vassal. I will post that soon.

While the video is processing and uploading, I thought I'd post the list that I complied while playing of suggestions and issues I had. If this belongs somewhere else please move it.

-----------------------------------------------------------------------


--[[ game breaking --]]
  • in this recent playthrough no less than 52 clans joined battania because the ai tried to pick a winner. this was infuriating. ok, it still is.
  • recruiting difficulty of realistic really, really sucks late game. if you've got 200 hours to spare you might win.

--[[ interface improvements --]]
  • on the party roster, the number of prisoners and troops should appear at the top of both the prisoner and troop sections.
  • the done button and the loot all button should not be so far apart
  • the default action of the done button should be loot all, not discard all
  • upgrading troops should have an upgrade all button, with a way to set a default upgrade per troop type
  • the recruit prisoner button should be next to the number of prisoners, not in a drop down
  • a recruit all button on the prisoners section where prisoners become troops.
  • when you hover over a party in the army it should show current/max members without having to check the parties screen.
  • when selecting a destination on the map, if that destination is a village or town, the default movement speed should be fast forward.
  • party troops should show the number needed to reach maximum, instead of (x + yw / max ) should show (x + yw / max ) (# needed to reach max)
  • ideally that number to reach max would appear on the prisoners tab so when you're recruiting them you can see how many you can take without going over (x / y) (#)
  • i think maybe these numbers should all be where the word party is at the top of the screen and always visible, as another suggestion

--[[ game issues --]]
  • more troops and less prisoners, especially late game, or make this a rogue perk and give a real reason to put points in it
  • can't recruit prisoners greater than tier 4. i hope this isn't intended.
  • every village being burnt to the ground by the enemy while i can't do it without being a criminal should not be so.
  • watching the ai raid villages non stop with an army of 600 men leads me to think i should be able to do that too.
  • you should not have to disband a party and put a companion in your party to allocate a skill or attribute point.
  • if all you have in your army is companion parties cohesion should stay at 100%.
  • enemy party leader prisoners generated by armies i lead should be mine, not my companions and not my other party leaders. seriously. maybe the ai should get them if they aren't my companions and even then, if i paid influence for them to join the enemy leader prisoners should be mine so i can execute them.
  • better yet, talk to party leader >> let me inspect your prisoners would be nice
  • dog piling ai onto the player before the player is strong enough to warrant it should be avoided.
  • that the ai always tries to fight near towns villages to get the militia involved when town village maps are not made for large battles should be rethought
  • in siege, if the enemy has less than 10 men it should be over, when troops get stuck this would let you win. you could always kill the last ones if you want.
  • if the ai isn't going to surrender please make it quit running away in open field fights. chasing down the last man is only fun the first time, maybe once in a long while.
  • you should be able to enter castles and garrison troops regardless of relations within your kingdom. not being able to garrison troops shouldn't be a consequence of relations.
  • when an army is going to disband due to 0 influence cohesion give an option to add influence cohesion before disbanding or at least a warning that you have less than one day of influence cohesion left.
  • ai parties are still getting stuck in villages
  • when there are multiple armies at a siege, it would be nice if the other armies could build siege weapons (let the commander build the ram and towers)
  • a few units are getting stuck in sieges pretty often. some code to check for stuck units that runs after defenders have less than 50 men that respawns them to a known good location would help.
  • men are still falling to thier death in large numbers on some siege maps.
  • the horse can jump completely over men. i'm not sure this should be a thing or not.
  • companion parties can recruit from burnt villages while in your army.

--[[ random --]]
  • the leveling of melee weapons is a little slow, but only a little. leveling crossbow is a chore.
  • smithing needs a load of work, im sure thats obvious. item prices of smithed weapons are lol.
  • you shouldn't lose relations with people in your own kingdom for executing the enemy, or at least it should be much less. this leads to not getting fiefs and not being able to enter castles to garrison troops. the relation hit for the enemy makes sense.
  • battania's militia archers in siege are maybe a little too good. this was the only time i felt like i needed siege weapons. there's a few ways to see this.
  • tier 6 clans should have more influence to lead armies. i could have ended the game 10 hours earlier if not for this. by tier 6 you've earned it.
  • not getting more parties than 3 sucks. tier 5/6 should get parties. related to the influence issue and dragging the game out too long at that stage.
  • i'd move creating a proper finance page to somewhere near the top of your list
  • player industries in villages would be nice. as in, i could have a village produce olives, or whatever.
  • if i could pick one ai target, that would be nice. just designate one city or castle i would like it to attack. it may or may not actually do it.
  • moving on the campaign map should give tier 1 units xp because training (or a perk that does this)
  • lower chance of death for t6/t7 units. wounded more, dead less.
  • brochug has 76 fiefs as i write this, i have 2. i mean... come on. my army costs 2500-3500 a day. he could let me have a couple more.
  • movement speed of armies greater than 1500 could be a little (like .1 or .2) faster. they cost a lot of influence to move so slowly. i'm sure this is a rare issue, i only had an army this size very rarely.
  • the option to buy influence from the ruling clan at tier 6 would be nice. they have 266270, i have 952 as i write this. could i buy 1000 influence for 100k?
  • the option to buy relation with recruiters would be good.
  • almost all siege maps could be scaled up to be a little larger, and by this i mean the doors, walkways, and such could be about 10% bigger. it might relieve some pathing issues and lead to a little less bottlenecking. the doors seem a little narrow and not quite tall enough in many castles.

--[[ specific --]]

  • tamnuh castle. if you start the siege, the left side tower from the players pov has a blocked door. the entrance is closed.

----------------------------------------------------------

these are thoughts I had while playing, and this is meant to be constructive feedback. It's not meant to be critical in any negative way.
 
最后编辑:
Finshed up a 90 hour play, Khuzait controls all fiefs. Played as vassal. I will post that soon.

While the video is processing and uploading, I thought I'd post the list that I complied while playing of suggestions and issues I had. If this belongs somewhere else please move it.

-----------------------------------------------------------------------


--[[ game breaking --]]
  • in this recent playthrough no less than 52 clans joined battania because the ai tried to pick a winner. this was infuriating. ok, it still is.
  • recruiting difficulty of realistic really, really sucks late game. if you've got 200 hours to spare you might win.

--[[ interface improvements --]]
  • on the party roster, the number of prisoners and troops should appear at the top of both the prisoner and troop sections.
  • the done button and the loot all button should not be so far apart
  • the default action of the done button should be loot all, not discard all
  • upgrading troops should have an upgrade all button, with a way to set a default upgrade per troop type
  • the recruit prisoner button should be next to the number of prisoners, not in a drop down
  • a recruit all button on the prisoners section where prisoners become troops.
  • when you hover over a party in the army it should show current/max members without having to check the parties screen.
  • when selecting a destination on the map, if that destination is a village or town, the default movement speed should be fast forward.
  • party troops should show the number needed to reach maximum, instead of (x + yw / max ) should show (x + yw / max ) (# needed to reach max)
  • ideally that number to reach max would appear on the prisoners tab so when you're recruiting them you can see how many you can take without going over (x / y) (#)
  • i think maybe these numbers should all be where the word party is at the top of the screen and always visible, as another suggestion

--[[ game issues --]]
  • more troops and less prisoners, especially late game, or make this a rogue perk and give a real reason to put points in it
  • can't recruit prisoners greater than tier 4. i hope this isn't intended.
  • every village being burnt to the ground by the enemy while i can't do it without being a criminal should not be so.
  • watching the ai raid villages non stop with an army of 600 men leads me to think i should be able to do that too.
  • you should not have to disband a party and put a companion in your party to allocate a skill or attribute point.
  • if all you have in your army is companion parties cohesion should stay at 100%.
  • enemy party leader prisoners generated by armies i lead should be mine, not my companions and not my other party leaders. seriously. maybe the ai should get them if they aren't my companions and even then, if i paid influence for them to join the enemy leader prisoners should be mine so i can execute them.
  • better yet, talk to party leader >> let me inspect your prisoners would be nice
  • dog piling ai onto the player before the player is strong enough to warrant it should be avoided.
  • that the ai always tries to fight near towns to get the militia involved when town maps are not made for large battles should be rethought
  • in siege, if the enemy has less than 10 men it should be over, when troops get stuck this would let you win. you could always kill the last ones if you want.
  • if the ai isn't going to surrender please make it quit running away in open field fights. chasing down the last man is only fun the first time, maybe once in a long while.
  • you should be able to enter castles and garrison troops regardless of relations within your kingdom. not being able to garrison troops shouldn't be a consequence of relations.
  • when an army is going to disband due to 0 influence give an option to add influence before disbanding or at least a warning that you have less than one day of influence left.
  • ai parties are still getting stuck in villages
  • when there are multiple armies at a siege, it would be nice if the other armies could build siege weapons (let the commander build the ram and towers)
  • a few units are getting stuck in sieges pretty often. some code to check for stuck units that runs after defenders have less than 50 men that respawns them to a known good location would help.
  • men are still falling to thier death in large numbers on some siege maps.
  • the horse can jump completely over men. i'm not sure this should be a thing or not.
  • companion parties can recruit from burnt villages while in your army.

--[[ random --]]
  • the leveling of melee weapons is a little slow, but only a little. leveling crossbow is a chore.
  • smithing needs a load of work, im sure thats obvious. item prices of smithed weapons are lol.
  • you shouldn't lose relations with people in your own kingdom for executing the enemy, or at least it should be much less. this leads to not getting fiefs and not being able to enter castles to garrison troops. the relation hit for the enemy makes sense.
  • battania's militia archers in siege are maybe a little too good. this was the only time i felt like i needed siege weapons. there's a few ways to see this.
  • tier 6 clans should have more influence to lead armies. i could have ended the game 10 hours earlier if not for this. by tier 6 you've earned it.
  • not getting more parties than 3 sucks. tier 5/6 should get parties. related to the influence issue and dragging the game out too long at that stage.
  • i'd move creating a proper finance page to somewhere near the top of your list
  • player industries in villages would be nice. as in, i could have a village produce olives, or whatever.
  • if i could pick one ai target, that would be nice. just designate one city or castle i would like it to attack. it may or may not actually do it.
  • moving on the campaign map should give tier 1 units xp because training (or a perk that does this)
  • lower chance of death for t6/t7 units. wounded more, dead less.
  • brochug has 76 fiefs as i write this, i have 2. i mean... come on. my army costs 2500-3500 a day. he could let me have a couple more.
  • movement speed of armies greater than 1500 could be a little (like .1 or .2) faster. they cost a lot of influence to move so slowly. i'm sure this is a rare issue, i only had an army this size very rarely.
  • the option to buy influence from the ruling clan at tier 6 would be nice. they have 266270, i have 952 as i write this. could i buy 1000 influence for 100k?
  • the option to buy relation with recruiters would be good.
  • almost all siege maps could be scaled up to be a little larger, and by this i mean the doors, walkways, and such could be about 10% bigger. it might relieve some pathing issues and lead to a little less bottlenecking. the doors seem a little narrow and not quite tall enough in many castles.

--[[ specific --]]

  • tamnuh castle. if you start the siege, the left side tower from the players pov has a blocked door. the entrance is closed.

----------------------------------------------------------

  • these are thoughts I had while playing, and this is meant to be constructive feedback. It's not meant to be critical in any negative way.

Fixed for you.
 
recruiting difficulty of realistic really, really sucks late game. if you've got 200 hours to spare you might win.
Stop loosing troops . Also have you tried forced recruitment? It's really really good if you have a lot of enemies.

you should be able to enter castles and garrison troops regardless of relations within your kingdom. not being able to garrison troops shouldn't be a consequence of relations.
You mean donate troops to a garrison? Or is there some way to actually use other people's garrisons? I mean I think I woulda known but maybe...
 
最后编辑:
Stop losing troops, lol, that's a good one. I'll let you go through the video and explain how when it comes up. I literally lol'd.

Thanks for the list fix, looks much better.

As it is, I just turned down the difficulty. It was obnoxious to me to take 30 minutes to recruit an army as I had done in previous videos. Old play link is in my sig with examples.

On a related note, it's often needed that you donate a large portion of your army to a garrison from time to time. There were times I donated 200 troops to keep a town i just took rather than have it retaken immediately. Recruiting another army was needed many, many times in the late game. Confrontations of 500 vs 500 will result in mass casualties of 100 men almost no matter what. I think I did have a few battles with really good k/d ratios for all my men but it wasn't normal not to lose troops once numbers got above about 250 on each side.

And in siege? You will lose troops.
 
最后编辑:
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