Author Topic: Issues and suggestions V23 alpha  (Read 74 times)

Issues and suggestions V23 alpha
« on: January 12, 2018, 11:46:25 AM »
So I finally received a key to play the alpha.  these are my thoughts after about 20 hours of play through .  I apologize if some of this is repeated elsewhere or on the private forums, which I do not have access to.  I'm not including things obvious to an alpha, such as the markers for unfinished graphics

Bugs / Crashes
- entering another clan's control space crashes game
- attempting to conduct diplomacy crashes game
- clicking pack/unpack too quickly on camp sometimes crashes game
- moving camp through wooded areas and quickly clicking "unpack" creates frame loss and crash sometimes
- I cannot engage in training someone for fishing.  with the training and 20 wood, it shows as blanked out.  I have tried having it within my control area while doing this
- Enemy clans do absolutely nothing.  they don't attack, mine resources, or move about the map. 
- attacking an enemy camp causes a crash
- having too many saved games (ive had up to 171) sometimes  causes a crash.  Game runs cleaner with fewer saves
- play Europe map crashes game

Imbalances / areas to clean up
- higher skilled trades need more benefits - for example, a blacksmith makes 1 tool for 1 iron.  a toolsmith makes 4 tools for 4 iron.  The toolsmith should be more efficient, such as making 6 tools with 4 iron. 
- Caravans do not sell food.  why not?
- need more hot keys to move between screens without clicking so much
- early game oil is super hard to get.  I have not had a game yet where I even found the resource (played up to 171 turns).  This makes healing extremely difficult
- Regarding healing, I think it's unnecessarily hard to heal a character with the resource requirements.  There should be a doctor/healer trade that can handle the job
  automatically for all characters within the control area.
- Cloth and parchment are super hard to get too.  I have only been able to maintain these resources via caravan trades.
- Tinkerers are too expensive to operate.  1 tools per turn severely restricts me on maps with limited resources.  15 turns/training is a very high alternative
- Clan recruitment.  the first 14 go by real quick.  the next 6 ok, but that's if you can get your hands on 5 cloth.  After 20, it really becomes a chore to get people unless you have the resources to bring on a Bard.  Depending on the map, alcohol can be a real challenge.  I have not tried using a feast master as of yet
- I don't really understand the whole meat thing.  When I have a hunter working on a herd, all I see is food +/-.  There is no supply for "meat."  When I put a rancher on the same herd, I get a stock pile of animals (cows, pigs, etc) but they show as a resource, not "meat"  I get that there are butchers and some mechanics to make that whole thing work, but I never seem to have a stockpile of animals and a subsequent butcher available due to the constant lack of food available on the map.  by the time I have a "lord of the hunt," usually the herds that were nearby are used up just to survive.
- stone blocks has been another real point of contention.  Due to the very high cost of building (20 wood for farms, etc), it's real hard to have excess wood to make coal.  I have found that coal mines are rare and, if you find one, usually the cost of having it is outweighed by the loss of not having an iron mine.
- Traders should offer more benefits.  8 gold / 20 gold per turn is good, but there should be access to a greater market.  perhaps, via a trader, we could get more preferred pricing (buy/sell) than offered by the standard caravan
- wood access.  the cost of "woodworks" is too expensive. as explained earlier, it's hard to get stone blocks going and the cost of 20 has been too hard for me to achieve so far when you consider finding a stone quarry (rare), training up stone cutters, tools (need iron also) and then 20 turns to make the product.  It seems to be way more efficient to have a wood bundler and 2 wood collectors, rather than a logger (can generate 9.5 wood/turn during the spring/summer)
- boards again another real challenge.  the 20 wood to continually build all these work camps make it hard to stockpile for board production, and that's if you have free recruits to train up a woodspitter.  I have been into that 20+ clans situation when I get to woodsplitters and I usually do not have a free hand to do it
- wool the biggest issue I have with cloth is the lack of reasonable access.  Since early game you have to use any herds available for meat, if you find a herd of sheet (also rare) you cannot afford to take advantage of it. 
- to relieve the wool issue, I think that an early game unit should be a scavenger.  This would be a character that could generate a small, but sustainable amount of food from resources on forest, brush and stream squares.  this could include fruit and fish
 - along with that, when my character (say a gatherer or farmer) is upgraded to get +2 fruit, where does that fruit go?  it does not show up as a resource, however, there is an animation for +2 fruit.  I don't notice any increase in my + food either

i'll post more at a later date


« Last Edit: January 12, 2018, 03:58:58 PM by clayffo »

Re: Issues and suggestions V23 alpha
« Reply #1 on: January 13, 2018, 04:11:31 PM »
Excellent points, most of these. Previous build was more stable to me. Diplo even worked kinda.
Fishing I had no problem training for.