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Dantes

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  1. Thank you for the fast replies! Good to hear most of these things are already on your mind wraitii looking forward to that Unit/mapsize things will probably made by modders anyway so nothing really the game needs most atm anyway i guess was just general questions. Like i said it didnt felt like the units had an advantage while beeing on the walls. Tested it agaisnt AI and it was even champion archers and if i instead send same amount of spear inf out instead of manning the walls i tend to lose way less even tho they were just builder-citizen-inf. I will keep an eye on that maybe it was a false observation. Will probably see if i get some friends to test this out aswell also the DE mod. I already took a fast look into DE and it also looks like it has some really interesting features ! GJ getofyourcellphone
  2. Hi First up a big thank you for putting so much effort into this game looks very very promising to say the least ! I played the new patch now and have a few suggestions that might be too far fetched and a few questions. I hope these are mostly new ideas since i didnt had the time to read all the pages but i read the past most current ones. Setting asside lag/lag with a lot units selected/ pathfinding which sadly exsist but i know are hard to solve atm and take time i have great fun playing. Suggestions 1. Unit waypoints/facing direction I saw Waypoint for units will be added next patch so i think can the waypoint also show the position of the units? For example in Empire earth you could click to a location and it showed the dots where every unit will stand could make it easier to position the units even in formation to make sure nothing is in the way of the formation when units arrive. Also a arrow to give the units a specific direction to face once they arrive would be good. Like the way with buildings atm. You click them and when not leeting go from the mouse you can drag the mouse so the building changes the direction it faces. Could the same be done for unit waypoints? Like you click on the destiantion and waypoint appears but you wont let go of the mouse and drag it around so an arrow appears that shows the direction the unit will face once at destination? That would be really helpfull 2. Garrison in walls It feels like the units on top of walls dont have extra protection. Maybe i am wrong and they have but it felt like a normal unit. Could they get a big defense bonus against pierce(javelinthrow and arrows)? That would make it useful to garrison them in the wall-parts otherwise you just put them behind the wall which looks strange. It could also be done via a technology maybe researched in the walls itself? 3. Buildings/Bulding range Can it maybe possible to build towers/fortresses and gatherhouses outside of the bulding range? And make the city circel when all upgrades/research for bigger range are researched smaller?(also no building should give more area to the building circle)This would put more focus on walls and defending the buildings you have in this smaller area rather than just build everywhere and would be more in line with the realistic direction the games is going imo. This way towns wont get as big(and will be more like a "town/city") and it wil promote forming real cities. The resource gatherthings/towers/fortres give no new territory but can be build outside. That would make it interesting since you can grab a lot of rescources but so does the enmie which leads to battles over resource fields and you dont have to spam towncenters to expand. You can ofcourse build a towncenter at the rescources rather than just a rescource gather-house so it wouldnt impact the gameplay much in that regard rather than just that the possible reach of the towncenters is reduced so it feels more like a TOWN center rather than just a thing to grab the land and with 2 TC almost own 50% of the land of a smaller map. Another way to achiev this could be controlled area range and bulding range are 2 seperated things. For example the range that you controll stays the same but budilings can only be build in a square radius around a TC which is considerably smaller than the controlled area. In that case towers/fortress/gatherhouse could be build inside the controlled area and all other houses only in the dedicated building suqare around the TC( Square because all buildings are suqares too to make it easier to use the given space) 4. Resource richness I read something similar before. A gamemode where the stone/iron have almost unlimited gather potential and maybe the wood has a lot more aswell maybe 500/1k for a tree? i dont know but a lot more. That would also mean the maps should have less singel trees hanging around but rather thick big forrest one near each starting point(not directly at the towncenter rather a small way out) and on other places of the map(which needs units being able to go through them without getting stuck maybe making the forrest for these kind like the ones on Delenda Est Mod) Everyone starts with 1stone1 iron source each and other than that iron/stone nodes are very very rare maybe just 1 other iron and 1 other stone source on the map even if its a gigantic one (not close to each other just 1 singel iron and way somewhere else 1 singel stone) This would set a very diffrent focus of the game. Rather than rushing for land this one is focusing on defending the town with the 2 nodes you have and then battel for the other resource. Since its unlimited nodes everyone can build armies but just as fast and big as the gather rate allows. The one controlling the additional nodes will have a advantage but since everyone will try to take it from him it can make for a very itneresting FFA games with alliances that will be made/broken. 5. Go to Attack move Can the ctrl + move command for units be polished? It seem to not work most of the time or just works poorly. Also if it would prioritize enemy units or maybe only be against units that would help. SO these are just a few things that came to mind while playing. Hope it helps and maybe someone has similar/better ideas for similar stuff 6. Break Formation Often it seems like the No-formation button is not working at all(its more of a bug than a suggestion) But couldnt the formation break in terrain that it cant be sustained everytime? Meaning if a phalanx runs around houses the formation would automatically go to "No-formation". Potential Bonus stats from formation are lost in these types and can only be brought back when the unit reaches terrain where it can form the formation without interruptions. How fast it breaks can vary for example a phalanx(very close formation) breaks easily when terrain wont allow and battle line formation can endure a bit of uneaven terrain until it breaks into No formation.When formations will give big advantages over No formation units this will add a strategic component to choose the right battlefield also it can give civilisations that maybe dont have as strong formations an edge when everyone fighting with No-formation maybe they get a small bonus for not using one(only posssible of the rest is implemented correctly in the game) IDK if this is even possible..its maybe just food for thought. Questions 1. Formations/tactics I read a lot about formations and flanking, auras, chrage bonus, moral ,battalions forming and so on but it didnt quiet seem to have gotten to an end? I see Auras will be come next patch but besides that will Formations give more bonus to units and what is the stance on a set amount of units form some kind of singel unit(singel healthbar etc to minimize lag maybe)?Wouldnt this also allow for much more tactical thinking in a fight when these "singel-big-units collide but when the unit is figthing it cant break from the fight that fast to react to stuff the enemie does. Will there tactics similar to for example Total war games just adapted to which is doable in an RTS? IMO it would be awesome to have more tactics than just rock paper sicssors type like most rts have. 2. Map size Could there even be a bigger map size than Giant? is it possible to make one(with editor or so)? 3. Unit limit. I know its hard to predict but what are the hopes regarding to populations when the performance is working as intended? Thanks for reading if this wasnt too long but these are the sugesstions/questions that came to my mind while palying.I would like to see what others think about these things. And thank you again each and everyone devoting their time to make this game happen!
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