OS: Archlinux x86_64
- UI
- no mouse clicking feedback animation. no routing flag.
- need a red map-ping when encounter battle. maybe a yellow map-ping when the outpost saw an enmey.
- Attack/Move/Stop/Patrol actions and mappings are needed.
- REQUEST: showing worker on each resource and idle worker, and click to select all of them.
- when pressing Ctrl. should not display the gray garrison mouse icon ,just normal icon is OK. Maybe on a enmey unit, it should became an force attack icon.
- no mouse clicking feedback animation. no routing flag.
- Animation and texture
- enity: no animation (Bear, Elephant,Goat,muskox,wolf...)
- actor: hawk have no animation and movement
- the collision volume of siege weapons did not match it's visual scale.
- only female citizen now?
- the bolt shooter/ballista should be controlled by a person.
- enity: no animation (Bear, Elephant,Goat,muskox,wolf...)
- GamePlay
- population cap to 150 in normal game?
- resource cap for each resource? otherwise we just build mass citizens for gathering.
- when an player's all city center are destroyed. all the building of this player should be revealed in map with fog of war.
- citizen can build military structures.
- decrease the working(building/gathering) efficiency of military units.
- REQUEST: a new building for training and promoting military units.(training room in Dungeon Keeper)
- promoted unit should be more stronger. also hero unit should have promotion(or level) too.
- heroes should be more significant both visual and in gameplay. skills (and items?) is needed
- formation is too complicated. maybe group should auto choose it's formation with various group units.
- battle line: melee and range
- box : melee and range with ranged siege
- etc...
- battle line: melee and range
- maybe a group unit cap is needed? like max 50 unit in a group?
- population cap to 150 in normal game?
- Balancing
- The Fortress/Tower/Wall Tower/Siege Towers are overpowerd when filled with units.
- (2 tower +10 archer kill about 50+ enemey, left with 9 archer and 0.5 tower)
- The damage should be cut, also increase the cost
- they should have max limits. Maybe the wallTower should also have limits (or merge with tower ).
- (2 tower +10 archer kill about 50+ enemey, left with 9 archer and 0.5 tower)
- Both the Structures and Siege Weapon is too strong against normal unit's attack.
- their hack armor should be reduced. hack damage of melee unit should increase.
- also there may should be a type of unit which throws fire which will cause lots of damage to Siege unit and structures.
- their hack armor should be reduced. hack damage of melee unit should increase.
- The Fortress/Tower/Wall Tower/Siege Towers are overpowerd when filled with units.
- AI
- qbot: some fractions would not grow farms and all their unit will try to pick a faraway food plant even it's in enemy's base.
- qbot: They should surrender when no building is available. For now, we should kill every unit in the map.
- qbot: some fractions would not grow farms and all their unit will try to pick a faraway food plant even it's in enemy's base.
- Path finding
- Sometimes two unit will block each other.
- the siege tower is bigger than other siege unit.but it will use other siege unit's path and get blocked there.
- when combine two group far away and issue a new move point. the front part group will move back to form the formation, I think they should reach the point and wait the other part.
- Sometimes two unit will block each other.
Edited by ryk, 30 May 2012 - 09:14 AM.












