LITTLE FIXES THAT WOULD MAKE A HUGE DIFFERENCE

#1:
STOP THE AI BEGGING all the time! If one thing gets changed/added/etc please FIX THAT it’s so annoying. I would mute but I need to know when it’s about to get wiped out, that and also when it literally need 100 wood for a lumber camp after getting wiped out and has one vil left.

#2
OH And the FLIP/FLOPPING thing it does when you’re attacking and it will start garrisoning vills then pop them out, then garrison, then pop them out, then garrison, and etc…

EXAMPLE:
big AI army attacking you…
you finally produce enough units to challenge it…
entire AI army turns around on a dime!
you lose one unit…
they all instantly come back at you all hardcore like!
then another unit pops out and they flip flop and run all over again.

Im sure it has to do with the accumulated “danger level” of your units matching or surpassing it’s own, but it shouldn’t really know these things so omnipotently. It needs to throw some armies here or there and lose them when it thinks it can win or is close, and you narrowly beat it, otherwise it’s just cheating without using resources to do it. Need a bigger threshold, or a buffer zone of acceptable losses.

BUT FIRST GET RID OF THE BEGGING FOR EVERYTHING SYNDROME! PLEASE :slight_smile:

EDIT:
OK Im just going to turn this into a list of little technical things that could improve the game if anybody out there feels like tackling them.

EDIT 2:
I just realized the AI is commanding all of it’s army toward you all at once, BUT it is not using formations!
If I have to use the damn formations, then so should it!

2 Likes

#3: SOME UNITS IN FORMATIONS RUNNING BACKWARD
This really bothers me when I need to get my units somewhere and when I order them to move over there or whatever some of them will walk away from the direction I’m telling them to go just so they can get into a nice little formation for the trip, and once there, they all break rank and run all over the place chasing everybody. Units shouldn’t run in the opposite direction.

Change patrol to do a round-about the flag points rather than crash into itself to condense the units

2 Likes

That’s actually an important mechanic used to stack units. A lot of people will be very upset if they removed that.

It will allow the steppe lancer to be buffed like a normal unit

Yeah you cant get rid of the insane patrol thing, it looks too cool. What specifically about it is causing you problems?

Patrol is cool - stacking on the open battlefield is not (manually stacking between gaps is okay but not on the open field.)

I can stack 30 Heavy Scorps, 7 Bombard Cannons and 7 siege onagers on a near single tile with stand ground - pretty broken.

I’m thinking that this is going to be solved splitting the behavior between things like move/attack move/patrol. Perhaps attack move = no stacking, regular move = stacking, patrol unchanged?

No stacking is preferred on the open battlefield with nothing that would pack the sardines in sight. - attack move should stop at the point when the first unit of the group reaches the defined point so the group does not stack