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WhiteTreePaladin last won the day on November 1 2015

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About WhiteTreePaladin

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    Primus Pilus

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  1. Hmm, did not know this.
  2. But the obstruction size is determined by footprint, right? I didn't think that was affected by the passibility class.
  3. The issue with a footprint increase is that it might make the unit get stuck. It's not as difficult as a building footprint increase though.
  4. How would the footprint increase be handled?
  5. Would really like number 3 as well. It doesn't have to replace anything, could just be an addition.
  6. I think seasons would work better in a freeform campaign mode. The seasons would change based on the number of turns on the campaign map and the skirmishes would reflect the current season when loaded, but the season would not change within a skirmish battle.
  7. I think the key feature I liked most from the battalion system is the ability treat the battalion as a super unit. This means selecting a group of units by a single left click and having a visible way to distinguish groups without having to actually select the group. This was accomplished by having the selection ring continuously change shape. Essentially, the outer edges of the individual selection rings would be connected together and all the inner portions of the selection rings would not be rendered. Banner units were also used to make the battalions stand out for easy selection and targeting. It's fine if the group can be disbanded to individual units for those that want that.
  8. There are valid arguments against battalions, but I wouldn't use bugs in other games that implement battalions as reasons against including battalions. As far as pop cap and battalions are concerned, I think it would be relatively trivial to just assign a pop value to a battalion as a whole so that the pop space is taken even when the battalion is not at full strength.
  9. I think they were visible on hover and selection (might just be in BFME2 or maybe it was a setting, but I do remember times where there was a sea of health bars). I don't think that worked. I'm pretty sure I tried it. Either that, or it was fixed in BFME2. I get some things mixed up between the two.
  10. I've been playing a few games with dropsite removed from the civil center. I had to modify several things in the AI. (I didn't realize farmsteads are only partially treated as dropsites.) Also, I added a minimum range for farms. This made the AI create farms in a radius around the civil center. I was hoping that computer player would clump them around drop sites, but it appears to place them around the center even when resources cannot be dropped off there. I think the minimum range idea has some real potential, I like the effect of the minimum distance for farms even more then removing the dropsite from the civil center. It creates cities that actually look and function like cities should. The surrounding farmlands look great too. They look even better when grouped around the farmsteads. You have to spread out more to place the farms and you don't end up with city streets that need mowing... If someone knows an easy way to get the AI to place farms around the farmsteads, it would be appreciated. I ultimately ended up adding food dropsite to the storehouse to make the AI competitive because the AI wasn't building farms near the farmsteads.
  11. You can't currently capture or herd elephants; you can only collect food from them. I think with fishing ships you can collect food from whales, but I am not sure how difficult that is considering they move a lot.
  12. This seems like a really interesting idea. I'm going to play a bit with the dropsite turned off on the civil center and see how it goes. I'm also going to make resource gathering buildings not require resources to build; instead they will only take time (like the Ptolemaic buildings).
  13. Actually, that's pretty much what I do (at least for the stronger buildings). I tear them down until the garrisoned units are forced to evacuate, then quickly claim, repair, and garrison my own units inside. I guess the difference would be determining which player to give the structure to if multiple players are repairing it at once.
  14. That's what I do; mix a few in and hope for the best. I don't have a strong feeling about the feature either way. I actually like the auras for heroes because line of sight to a hero should change a units perspective (increased courage, etc.). I don't think it is too gimmicky. It isn't a feature that was in AoK though, so some won't like it for that reason. That said, I wish the aura was always visible when in effect so I can easily see what units are affected without having to select or highlight them. It's a similar issue with building HP. I like the new destruction textures that give me a rough idea of multiple building's damage levels simultaneously at a glance. Changing walk speed might be adequate. Seems a little weird to have a shuffle speed and a walk speed. The just tempts the player to select a tree near the enemy base to make slow units walk there faster. We could always have infantry speed upgrades provided later in the game.
  15. Farm expiration has never been fun for me and is actually is one of my biggest gripes with AoK. AoK:TC was a little better with its farm queues, but even that resulted in repeated top-offs. AoE3 avoided the issue by using infinite farms like we currently have. I feel that if a field was paid for with wood and build time, then having it sit unused is an extremely obvious and adequate penalty. I don't see the need to introduce a variable rate which has the singular purpose to punish the player for leaving a farm unattended. Resource gathering in AoE3 does not have units shuffling back and forth like AoK. Our game didn't either at first. I remember us asking Philip to add it in. In hindsight, I don't think resource shuffling is a great idea; it complicates gameplay and hurts performance. However, it is so charming that I would still miss it if it were removed. For me, farm expiration adds a significant annoyance without any of the charm. I actually don't really like the female aura either because I have to space out the female citizens so that all the other gathering units are covered by the aura. This requires repeated micro-management during placement of gatherers for both new resource locations and for repositioning units that have roamed (wood cutters, etc.) It's rather a pain, so I mostly don't fool with it, but the best players will be required to bother with mundane details like that. Corrals properly paired with cavalry can collect ridiculous amounts of food quickly. I did it once - it requires a lot of planning; I imagine a more experienced player could really get the timing of the training and the positioning of the cavalry right. It was so much effort that it was not fun for me at all. I think the issue would be much more apparent if we used the computer player to optimize that strategy. Just some personal opinions. Other people have different experiences.