After some hours of playing in Glest (2.0.0, under Linux) I have some thoughts about gameplay.
All of it is only my opinion, and nothing more.
01. Scroll map buttons (arrow buttons on keyboard). They are acting very strange. Sometimes are stucking and you have to press on them again to move.
02. Group assigning by Ctrl-n (where n is numbers 1, 2, and so on) is working well. But double pressing, say "1" NOT CENTERING screen on this group.
03. "Meet point" of building is not assigning by left mouse button. You have to press "meet button", then assign it. Why all these compications?
04. Queue of production in buildings is not showing.
05. Key "A", which ALWAYS was ATTACK in almost all RTS games is NOT in Glest.
06. It's too dark. Especcially at night time. It's hard to play.
07. When I choose group (say "1"), it's ipossible to select one unit from it by clicking on icon in upper right conner. And I can't choose, say, all horsemans from group to fast kill running away unit.
08. Battle machine have two mode of attack -- by arrows and by hand-to-hand. When it's in group, and I give group ATTACK command, Battle machine is ALWAYS choose hand-to-hand mode of attack, and moving closely to point of attack. But more wisely will be if Battle Machine choose distance attack mode if target on a distance.
09. I can't choose point on mini-map where units has to go.
10. Technician "autoheal" and "autorepair" modes are missing. I have manually choose to heal and repair ALL of troups. And if there are dozens of them? It's very hard.
11. Interface buttons acting have one strange. This strange concerns all uints. I say on technician example. Select technician, press "Heal" button, then press "heal" button again. Unit will go to point under "heal" button.
12. Camera spinning bug. "A" and "D" keys is taboo under linux. 8-(
13. Where is classical "our base is under attack" and "our army is engage the enemy"? And on mini-map there is no signal which building or unit is attacking.
14. What is it -- "tech tree" in game settings menu?
15. Key "Esc" on keyboard always was abort of current action -- placing new building, choose new unit to attack and so on. But in Glest is abort of current game.
16. Golem is use all it's EP to move to some point, and when EP is ended, golem is stoping "forever". Even when its EP is enough to continue its moving, golem is still stand. So to move golem for a long distance I have to give sccording order dozens of time.
17. When resources are not enough for start building or summoning. Isn't it possible to say WHAT resources are not enough (Not enough FOOD... GOLD... WOOD)?
18. Key "Space" don't center on last message. Who is it say "Job's done"? And where was "upgrade complete"?
19. Where I choose to place new building, icon is ALWAYS same grey color. Even if it is impossible place to start build here. In *craft games there is easy to understand that I can't place building here by red color.
20. There is no icon "Free Initiate" or "free worker" as it is in *craft.
21. It's impossible to know how much resources are left, say, on pile of stones or gold. But it's very important information to play.
22. It's impossible to give order to tower whom should it attack exactly. It's not SEMIautomatic, but completely autmatical.
23. Pressing "Shift"-click on unit must exclude unit from group. Now I can only add units to group by pressing "Shift"-click.
24. It's hard to understand fast how many health points (HP, EP) are left. It's only numbers. 748/1800. Isn't it possible to show "progress bar" with numbers on it? It's more efficient and more "human-readed".
25. In Starcraft all upgrades are doing VERY SLOOOOOWLY. And it's good. It's complicate game. Makes it more... I don't know... more interesting.
26. Now units and buildings are very fragile. Units like demons are killed from one good hit, and buildings are ruined by four swordsman in a split of a seconds. Take a look at Age Of Empires. This game's building HP is MOST right. In AoE is HARD to take down building by swordsman. You must use trebuchet to ruine it down "fast". In Glest there are Catapults. What are they for? For destroy building? But swordsmans (or horsemans if you like) can do all the same almost with same efficient. Balance should be reviwed. Catapults must do more damage to buildings, units must have more HP, and... I hope you understand what I mean.
27. There is NO transport units at all! Do you planning that ALL maps will be land-passed? And mountains will ALWAYS have pass to get to opponent? And there is no "islands" maps, where you should first build great fleet, ruine down all towers, and only then transport your units to enemy territory?
27. When you can add to maps settings "victory conditions" (not only kill-them-all), but some like "get unit A to point B", "get N of gold", "survive in M minutes", one can make maps with these options. And it's a fitrst step to build campaign. Without it there is NO campaign at all. Without campaign there is NO GOOD game.
And one more "thought". I'm not sure that if it will be realized in Glest, it'll be good. But it's an idea anyway.
A friend of mine once says. Why all these games like Warcraft has only ONE horseman unit? In reallife on a horse can ride ALL humans -- priests, swordsman, wizards... It's more "ideologically right" to produce HORSES on stable. And put on them ANY of human units.
Vadim V. Balashoff