@Hermcules said:
- I agree this would be a great quality of life feature to be added at a future date.
- Are you talking about villagers who go idle after they have been commanded to harvest a resource and still have the resource left or are you talking about villagers who go idle after resources have been exhausted?
- Improved pathing is on the roadmap.
- This would be a good quality of life feature. However, one thing to keep in mind is that if you have multiple buildings of the same type with technologies to research, each one can be used to research a different technology at the same time.
- There are some who may feel that being only able to train one type of unit from a production building at a time is a core characteristic of the original game. Again if you have multiple production buildings of the same type you can queue up a different unit for each production building.
- I don’t use attack move so I have no helpful insight or opinions to share.
I agree with this. There are obvious improvements that need to made, and I REALLY REALLY hope they put the work in to make this happen. I think when you hear of a remastered game, obviously the “core” of the game needs to be there, but there should be obvious changes especially when there are other AOE games to see what’s successful. I absolutely love AOE 1, but there need to be changes. With that said:
IMPROVEMENTS
1.–> “Dormant” CPU. There cannot be “dead” or “not working” teams in game with CPU. I’ve played all AOE games for countless hours since they came out, but in AOE1 there has always been a problem with PC players who literally are dormant, and don’t actually play once the games starts. They get to maybe the tool age, then never do anything. It happened 2/3rds of the games I played in the Beta. That is sooo frustrating. It completely throws off the balance of the game and ruins it in many instances.
2.–> Walls. They are over powered against the CPU. The CPU has literally no idea what to do when you build walls on the choke points in maps. Say you’re playing a coastal map. If you build walls cutting off the shallows…the CPU doesn’t attack it. As a result, even on hardest, the game is so easy. Another issue with walls is “snaking” the walls. It’s over powered as well. The CPU, again, has no idea what to do. They just suicide their units through your snaking wall and it makes the game so so so so easy. It’s frustrating, because I was just hoping that they would add gates in, and fix the CPU intelligence when it comes to snaking walls, but it just flat out ruins the game. I could play a 1v7 on hardest and win easily because of walls. Adding in gates would be huge plus to me, and I do not believe that these wall features were a “core” featurre of AOE 1. This is what was just wrong with it. lol
3.–> Gold. There’s a gold problem in AOE 1. For how important the resource is, after a certain amount of time in the Iron Age everyone runs out of gold. There’s no effective way to trade. The trade ships can bring in a very very small amounts of gold, but it’s not nearly enough to fight a war with–and that’s only if there’s water on the map. They need to add in an “on land” way to trade gold like trade routes in Mythology or come up with another way to make gold
4.–> Unit movement. Like mentioned above, the unit movement is still so bad. I do not believe this is a “core” feature of the game. It NEEDS to have squad movement like in all other AOE’s and friendly units should be able to move through each other so there aren’t traffic jams. It’s so frustrating and annoying.
5.–>Farms. I don’t have a huge issue with it, but I wouldn’t mind if farms could be stocked up at a granary so villagers would automatically reseed them. End game, when you’re commanding your units, it’s so annoying to have to go back and replant like 50 farms. Literally so annoying. lol.