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There is a wiki page showing the features we have planned to implement for for first release at http://trac.wildfiregames.com/wiki/GameplayFeatureStatus

You can also look at the tickets which contain many features and improvements that we would like to do. The tickets may not be fully up to date however. http://trac.wildfiregames.com/report/1?sort=ticket&asc=1&page=1

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As we know, cavalry archers, camel archers and elephant archers (especially, as it shows 2 men riding on it) holds the unique ability to shoo arrows while running. Again, such simultaneous action woul

Depending on how its seen, if it has auto refresh after a time it may be considered Cooldown. If we have an ammunation carriage like Risk of nation with an aura refilling infantry ammunation coul

It was suggested in this thread http://www.wildfiregames.com/forum/index.php?showtopic=15572&hl=pause&fromsearch=1 For an active pause feature whereby units could be controlled during a pause

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OK, thx. My main concerns as "features" for the game is indeed "attack move" and a "non formation" formation that just gives the player given order to all selected units. All other things really improving gameplay are mainly optimization and improvements for me.

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I noticed that the combat system are not implented on battles like the stance and formation if you are attacking and you click on the enemy my units breaks loose on phalanx formation any help about this

You are correct, this formation feature needs work. Currently there are no bonuses assigned either, as is planned. For example, a Macedonian phalanx should get a armor bonus from the front side, but less so from the rear. The only help currently available is to wait or work on the code yourself :)

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More streamlined micro management support within the GUI. Units that have been grouped can be selected quickely through the UI as well as with hot keys. Perhaps even you could integrate unit groupings in such a way that with certain unit combos there is a bonus e.g., in the total war series when a captain is leading the troupes they would have more moral and generally fight better, swap out captain for hero and wallah. A more obscure example could be a slave driver grouped in with a bunch of villagers, could evnforce work to get done at a faster rate(it's the power of the whip).

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Groups can already be selected via buttons in the GUI as well as hotkeys (see http://trac.wildfiregames.com/wiki/HotKeys for more info on the hotkeys).

It's been planned for most heroes to have an "aura effect" where units in their vicinity would have more armor or fight better against certain units etc. Maybe it will be easier to implement such effects for formations rather than for an arbitrary area around the hero.

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And what if they break formation? (during battle)

Then they lose the benefit. Note: I only think it can be a good way to implement "hero effects" if we can implement formations which doesn't break in battle (unless of course some specific conditions are met, like there being too few units to be able to keep the formation together etc).
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It was suggested in this thread

http://www.wildfiregames.com/forum/index.php?showtopic=15572&hl=pause&fromsearch=1

For an active pause feature whereby units could be controlled during a paused state so advanced maneuvers in battle would be easier to plan and carry out.

It would also be useful if the select idle units button highlighted all idle units on the map as well as showing them one by one. It would also be useful if you could view how many units you have doing each resource so you could evenly assign which new unit should go to which resource.

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