Diplomacy is Not an Option

Diplomacy is Not an Option

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georgir May 13, 2022 @ 5:28pm
Tower and gate suggestions
Here are a couple of my suggestions for improvements after playing what's available so far:
- Gates seem to have two different sides, front or outside "business end" and back or inside. Orient it appropriately by default instead of always in the same way - use the center of the current camera view relative to the city hall as a hint, and assume the player wants the business end to face away from the city hall.
- It may be just me, but it's not always obvious which side is which. Consider making the business end of its model more obvious. Add some flags or something perhaps?
- When filling gates and towers with troops, right now always its leftmost column is filled first, from back to front. Instead, always fill the "front" row first.
- Since towers are mostly symmetric, and people rarely would bother rotating them, maybe consider "front" the side that's away from the city hall. And/or also auto-orient them when placing like I suggested for gates. And/or add some visual cues for their "front" as well, though that's probably not as good as people will sometimes want them at corners and not want them to look out of place.
- If you decide to take this to the next level, have units only be able to climb or leave towers and gates from the "back" side, and even climb and leave walls only from a connected tower or gate's back side, maybe with gradual movement instead of snapping into place, etc.
- When a tower or gate is selected you show its troops icons grid always in the same orientation no matter how the tower or gate was oriented when placing it, and I think this is confusing. Perhaps try to match the troop grid in the UI with the building orientation. Or add an indicator for North or for the gate/tower's "front" near the troop grid UI.
- When ejecting all troops from a tower or gate, select the ejected troops instead of keeping the selection on the tower. Chances are we are ejecting them to give them some commands, save us the hassle of trying to select them.
- It is not clear to me what clicking on individual troops in a tower, gate or wall does. The clicked unit's icon and the "Move out" command button become faded as if something happened, but what? "Move out" still works the same, ejecting all troops instead of just the selected one. You also can not select a few at once this way. What was intended here?
Last edited by georgir; May 13, 2022 @ 5:42pm
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georgir May 13, 2022 @ 5:47pm 
- Allow mixing of siege weapons and troops on the large tower, i.e. 1+16 or 2+10 or 3+4 (or even 2+8 if we are silly enough to put the siege weapons diagonally instead of next to each other)
Which end is the business end? Should my gate doors open inward to the settlement, or outward to the enemy? [Edit: I now notice the spikes pointing out from the business end of the gates!] Should the gates' extra square of width be placed internally to the settlement, or externally? (Same question for towers). Thanks in advance.
Last edited by Erunaraina; May 21 @ 1:40pm
Flo May 24 @ 7:55am 
The wooden gates have spikes you must place towards the enemy. For stone gates, you have to look for the iron gate sticking out of the roof, and place it towards the enemy.

Originally posted by georgir:
- It is not clear to me what clicking on individual troops in a tower, gate or wall does. The clicked unit's icon and the "Move out" command button become faded as if something happened, but what? "Move out" still works the same, ejecting all troops instead of just the selected one. You also can not select a few at once this way. What was intended here?
When you click on a unit in a building, it ejects it, then keeps the unit selected. That's why the eject button grays out, because your selection isn't in a building anymore.
Last edited by Flo; May 24 @ 7:56am
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