[1.2] Some suggestions and three bugs
from
Elemental Forums
I played FE in all Versions a lot, and I would like to mention some little things that I noticed:
- It would be nice to have the possibility to make notes on the map concerning special locations or to plan things.
- In the ledger, I can see if towns have "free essence" for more spells, but I can not click on the "free" essecnce-slots to choose spells, I have to remember the name of the city, then go to the spells-menu, then find the city by name.
- The names of the Cities when zooming out the map could be written more readable, perhaps another color of the font would help, too.
- I did not find any possibility to "manage" my troops/garrisons? I "forgot" a unit in a town, and I thougt I could check garrisons through the ledger, but when I check towns there I can only see what type of militia-units would defend the city, not what troops are stationed there. And on the left side in the main-playing window you only see troops outside towns.
- Moving in a well developed world is still a little bit... painful, there are so many obstacles my units can not pass, towns, outposts, caravans sometimes, units...they can use streets, but the streets seem to be only single-lane...yes, both variants can be discussed logical (no one will alllow you to pass through their cities, you can place units and outposts tactical etc vs. a whole army can walk/stand on a street, but no two scouts can manage to pass each other and "Oh, look at this little outpost between the two hills, there would be enough space for a wolf to walk araound it, but hey, why not walk around he whole hill to get to the other side? In the end the whole thing is just annoying. I stopped to trust pathfinding when moving important units, because they run in circles or end up as dragon-fodder. And in which direction a city grows and if paths around the city are not possible anymore than is not really predictable.
- It is possible to settle or build outposts when a Pionier moved, or to build improvements after an outpost was built, but the game always switches directly to the next active unit, I would prefer to have a little more time for decisions and manualy chose to switch to the next unit because especially on large maps it is difficult to find the location again where settlement or outpost-actions took place, I did not check the options yet if I can deactivate "auto-switching" to the next active unit.
- When playing hard or expert, the game tells me the AI would play at "its best algorithms", I just want to make a very small comment on this: To play a spell vs a unit that is immune against magic or to play a web against my archer that stands behind a very large army I would not tell "best"... Perhaps the illusion could be a little bit more authentic.
Bugs:
- Since the first time I played betas I have a special bug: Sometimes after reloading quicksaves from in-game, borders and/or yield-information are lost (Ati HD 6850, different drivers).
- Yesterday I had corrupted save-files for the first time, not any save of that special game worked anymore, Autosave, Quicksave, Previous-Autosave, Save...Game crashed when loading. Starting a new game worked without problems.
- Empty water: When building outposts around lakes the water disappeared.