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Great job Koios!

 
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Great job Koios! - 4/15/2005 4:41:17 PM   
CamelCity

 

Posts: 10
Joined: 4/15/2005
From: Winston-Salem, NC
Status: offline
Played TS:ATG for the first time last night-- what a great game!

It took me a few turns to catch on to the phased system of movement & combat, but I still managed to win Thebes-- barely. Played it again, and with better planning, scored a major victory (woo-hoo!).

The phased gameplay is very clever, and I can see why so many folks on this board find the game addictive. I will be playing a lot of this, and am looking foward to the Caesar version as well.

There are a couple of interface things I would like to see in the future; they're kind of nit-picky, but I think they would make the better (pardon me if these have already been mentioned somewhere else on this board):

1. When you have the Unit Stats toggled on (stats displayed under each set of stands), put the unit's intiative number here too. It would be nice to be able to see the initiative of all the units, and especially those initiatives in relationship to each other. Currently, you have to click on each unit and remember what the init values are.

2. During the Reaction and Reserved issue-command stages, it would be nice to visually see all of your units that get new orders during the phase. Make the unit bases glow (or something) until you have issued the order. It would be easier to coordinate those additional orders if you could get a visual overview of which units are pending new orders.

Anyway, great job Koios! Terriffic game, beautiful interface, and even the music is good!



Post #: 1
RE: Great job Koios! - 4/15/2005 6:43:46 PM   
Deride


Posts: 488
Joined: 6/21/2004
From: Dallas, TX
Status: offline
quote:

ORIGINAL: CamelCity
1. When you have the Unit Stats toggled on (stats displayed under each set of stands), put the unit's intiative number here too. It would be nice to be able to see the initiative of all the units, and especially those initiatives in relationship to each other. Currently, you have to click on each unit and remember what the init values are.


That is a good idea. The only challenge is that it might get cluttered by having all those numbers positioned around the units.

quote:

ORIGINAL: CamelCity
2. During the Reaction and Reserved issue-command stages, it would be nice to visually see all of your units that get new orders during the phase. Make the unit bases glow (or something) until you have issued the order. It would be easier to coordinate those additional orders if you could get a visual overview of which units are pending new orders.


There are actually a few hints for you to figure this out. First, the minimap will show units that can issue orders with a slightly lighter color (red or blue). Second, the orders for units that can place orders will always show up. (Units that can not receive orders will only show their orders if you specifically select them.) So, when you first enter the reaction/reserve phase, all units that are showing a "defend shield" can be given orders.

Also, you may find it easier to navigate the units by pressing the "Next unit/Previous unit" buttons (or hotkeys N and P, respectively.) They will cycle through units that can receive orders only.

quote:

ORIGINAL: CamelCity
Anyway, great job Koios! Terriffic game, beautiful interface, and even the music is good!


Appreciate the compliments.

Deride

(in reply to CamelCity)
Post #: 2
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