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It really looks like a true battle. I love the graphical representation. Now with an easier way to add formations, give orders, more orders etc. the battle system will be a blast !
The 'global retreat' button is also back.
I know its a work in progress but here are my observations (in a game not the custom battle):
Bug:
When you complete a battle the the summary of the results are 0 kills and originally unit numbers, even though the unit numbers have changed in the game and on the map. You also get the "battle results" message to read and this also has 0 kills and original unit numbers as well (and not the battle results of kills and post battle unit numbers).
Characters:
Yes I can add characters and you have all the details for doing so and have the small icon on the unit, which is great. But it would be nice to see on the character selection screen if they are already allocated to another unit. Also, once the battle has started you have the "character joined" in green writing in the unit description section (right side of screen), would be good if mouse-over showed the effects of having that character joined or else have those details (character effects) on the unit description all the time.
Idea:
Changing unit orders, yes you have it working but I find my self right-clicking on the unit to change an order, that might be just me, but having the unit orders as an option for right click would be intuitive and quick (not sure how complicated to code thought)
Especially good idea with the context-menu for orders. I've been annoyed myself that it's too cumbersome. I considered adding action button for each order, but your suggestion is more user-friendly I think.
That sounds like a bug - and if there is some explanation, that fact you're wondering about this, would indicate a UI issue. Thanks for the bug report. I will take a look.
You can save the formation from the Army window, but it's a great idea to allow doing so from battles as well. I'll try to get it into the next patch, as it's relatively small task with great value. Thanks for the suggestion! I'll put in the double-click at the same time - probably with a priority of 1. Select Formation (if unit has one), 2. Select all of same type (if unit has no formation).
Happy to hear that. I still have many things I'd like to add to the grid-based mode - most notably terrain/structures, so that you can have fortress assaults and more tactics from varied terrain. The grid mode has a code base which is much easier to work with when it comes to improvements/additions, but I sadly haven't had much time to actually take advantage of that yet. But I look forward to it very much.
It's confusing.. The part that's confusing is that I cannot select a unit and tell it to attack an enemy. This would really make this mode absolutely awesome.
For example select my Arcanosaurians, see their breath attack range, move into range and do a breath attack. Or with my archers see their attack range (apparently it isn't the yellow.. for some reason? Or I missed something), or just with my orc maceguard.. Just get into melee and club away.
But as it is, it's very confusing, especially at first.. The enemy could shoot at me while they had 250 range on their regular Bow, and my Elven Longbow with 375 range wasn't in range yet? And the ONLY way to notice that was setting 'move into range' and letting the game move my archers.
So, yeah, would LOVE to also have the ability to select the attack I want and execute it, then another attack the unit may have and use that, etc. Real tactical combat.
It's such a great game, this, thanks :)
But tbh, this is of way lesser importance than being able to execute the attacks yourself.
you can set your own targets for each round, but the combat is resolved simultaneously
It would still be great and very useful so you know what's happening (putting combat on slow also helps.. dunno why that's not the default), but I also have to say I'm now getting used to it and it's not thát important to me anymore. Just to be fair.
It's not as big a deal as I thought, but, I'd still really like it, and it would really help the learning curve too.
Yes, it's a relatively common request to have 'I-go-you-go', option to pick melee targets (when multiple are available) and/or direct targeting which is easier to use.