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WorldofBay

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Tiro

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  1. tick the "nomad" checkbox and they aren't sorted at all. i want to choose where to put my base and i don't want the head start feature of giving every civ a 5k ore mine, a 5k stone mine and bushes in their starting territory i even got games with 5 civs on one side and 3 on the other. while that may be no problem on a land map it is stupid on a parted map.
  2. i recently downloaded this game and now i got some very basic feedback. let's start with the positive site: - i really like the way you went with traders - it is a good way to fill a ressource shortage of the map and to avoid being forced to basic units after long exhaustive battles - this game continues when the player dies - i miss that in so many games, big THANKS that you allow that! - standard military units being normal workers is a great thing, in so many games military will just stand around useless until the fight, here it can do something and also has a specific purpose being the military buildings however there is stuff that i dislike: - rams are too strong, they can be used against melee units too much, uncovered rams should be a big loss but currently they still get their cost worth if they just fight back, also an uncovered ram can still take down the base because it takes so long to kill it -> melee attacks should deal more damage to rams and rams should deal less damage to units or get a (high) chance to miss them as you wouldn't just stand still in front of a ram to get hit by it. - pathfinding is bad and very CPU-heavy from my experience. i had a game with isthmuses barely wide enough for a small building. there was ore on it, so i built a storehouse there. although my units could pass the storehouse even two at once from now on every time i wouldn't microguide them around they would take a very long path through rival teritory to the other side. later both remaining AI did the mistake of buiding a building on an isthmus on their trade route and although the traders could move around they stopped at the building creating a massive traffic jam for the rest of the game where nobody could get past and that made the game go down to unplayable 2 fps, obviously due to heavy pathfinding load because those weren't that many units. - one big problem i have about this game (and about any other strategy game i met so far) is that the AI cheats. i'm not talking about income bonuses, that is totally acceptabe balancing. i'm talking about the AI knowing everything about the map without exploring it. this makes the whole concept of an undiscovered map in singleplayer ridiculous as it only ever affects the player. a good ai can only do the same the player can do in that same situation and it can only know the same the player knows in that same situation. a good ai gets its strength through the huge speed and remembrance bonus it has over a human -> it commands units faster towards a threat, never forgets a unit it sent somewhere, knows immediately what counter to build, knows every damaged building, never misses that apple tree inside a forest et cetera. an AI has no need to cheat and it shouldn't do so. - last point is game setup. i recently found out about the map danuvius. that map is parted in half by a river, so i wante to play a good old team game 4v4 on that map. instead of putting one team on either side the setup split both teams in half and scattered them in random order 2-2 on each side. i first thought it might be starting positions, so i switched my teammates that landed on the wrong side with the opponents on my side, but on the nest start it was exactly the same, 2-2 on each side. whoever thought that this was a good idea, please tell me, what is the purpose of a parted map if i can't use it for a team game??
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