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Showing content with the highest reputation on 2013-08-17 in all areas

  1. I think we currently lack a concept what the advantages and disadvantages of different food resources are meant to be. It's nice to simply have more variety of food resources but it should also have some impact on gameplay. In Age of Kings there was basically hunting for a boost in the beginning of the game and the berry-bushes for a fast start. After that these resources were more or less useless. Fishing was kind of an experiment and it depended on how the game developed if the investment paid back in the end. The main food source were farms. All resources were limited and depleted after a while (you can rebuild farms, but it costs wood). The only infinite resource income was trade. In our case I feel like we start mixing and mashing these concepts together without having a plan what it should do to the gameplay. Making farms, berries and fishes infinite decreases the value of trade. Trade is still useful because currently only food is an infinite resource and the bartering rates will become very bad if only food is used to barter other resources. Fields now only support a limited amount of gatherers (5) and you get food faster if you use less workers per field. The idea was to increase the value of territory and add a disadvantage to farms (you need a lot of territory to use them). In my opinion this doesn't have enough impact at the moment because you need to expand for other resources anyway and have plenty of space to place your fields. This is related to the question about the way resources regenerate. In my opinion the sigmoid approach is too complicated for players and doesn't add much value. It could be different if for example you could set a "gathering policy" like "clearing" or "sustainable" and your workers would automatically use the resources according to this policy. If you have to manually micro-manage your units, that's too much IMO. Such a policy-approach would be doable, but as long as we don't have the big picture it doesn't make sense. We're at a point now where we should start approaching the final gameplay and therefore we need such a "big picture" before we can tune little aspects like the resource regeneration algorithm. Some of the advantages/disadvantages of resources we could use: Required space (you need to expand and it's more difficult to defend your workers) Required micro-managing (We should generally avoid micro-managing as much as possible at least for the long-term resources. It could be part of the design for e.g. hunting in the beginning of the game) Available at which stage? (currently all resources are available from the beginning) Required number of workers What kind of workers are required (females are better for fields but they can't be used for fighting) Does it require a special resource or can it be used anywhere? (fish, berries, farm-land etc.) Can the resource be depleted? Is the maximal gather rate limited? (I mean something like regenerative berry bushes compared to fields where you can build as many as you want) How much is the initial cost to enable this kind of gathering (Build a dock + a fishing boat is quite expensive if you don't need the dock anyway) How easily can the enemy damage your economy. (what if, for example we made fields much more expensive and make them vulnerable to fire-arrows?) We could add some very interesting and strategical aspects if we put some more thoughts into the different sources of food and their pros and cons for the player.
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  2. Here is a game I played yesterday with s1lence. I will upload some games from time to time on my channel.
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  3. I would suggest like a University building for all civilisations where you can study like building improvements, fire arrows, advanced turrets, etc..
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  4. 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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  5. Indeed AOE2 had fishing traps, but I actually never used it, because there were far more other ways to get food without paying wood. Fishing traps doesn't add to the game, I think.
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  6. To reply on displaying of gather counts: it is really a must. You can see it in action in aoe3 and it really works. Every time I play an other RTS I really mis this feature.
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  7. Mind your own business, little man. I wasn't talking to you. The concern is completely valid and just an extension of wraitii's point that "AI's might manage" to do the optimization. The relevant people are completely capable of evaluating whether or or not that makes "precious little difference" without your silly posturing.
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  8. I prefer having constant regeneration on berries and sigmoid regeneration on fish. "Over-berry-picking" should have a noticeably smaller negative ramifications than overfishing. New tactics may be introduced (depleting the fish around opponent docks).
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  9. That is the post i thought about that, if to the pikeman we give sword how can be more a swordman than a pokeman with sword attack? I'm no against of this method only I know two games do that. The other uses Ability based in power or stamina or buttons reloading charge. And if somebody do a Moba game with the engine and system they can request abilities for his/her Hero. My conclusion do a little bite from both.
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  10. I've reworked the model : a little bonus : As you suggested, Enrique, I've added the bevel, on every blocks, which raises the faces count to 4371 ! Isn't it too much, even for a wonder ? Could you give me the faces count of the Persian hanging gardens as a comparison ? 4 questions : -For the texture, it's still my personal texture, used in basic mosaic mode. It looks good to me this way, but I guess for the game we need the texture to be UV mapped, right ? If yes, I have quite a lot of separate elements here and I imagine it's going to be rather messy to manage in the UV mapping window... What do you think ? What technique do you suggest for the seams and the setting of the texture for so many separate meshes ? Oh, and the exterior circle of my Stonehenge is an array of one row, so, for now, I can't apply customizations on these stones. They are all the same. Next step, I apply the array for good and will make some random profiles to those stones. -As requested for topological reasons of the game, I have to make the mass of the structure go deep in the ground. How much should I count under the ground ? The equivalent of 2 meters ? -I'd love to import a wonder from the game, but I didn't found the folder where are the files in the svn on my computer. Can you guide me? Does the file include the texture image in itself or is it separated? -For this structure, do I need to make a ground (soil, grass...) mesh/texture, or do I just make the stones ? Sorry, lots of questions!
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  11. Yo soy Mexicano pero viviré en Alemania
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  12. Is there any historical source confirm Seleucid Cataphract have archery ability? I'd like to know the source that describe Seleucid Cataphract use bow as secondary armament.
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  13. I have been thinking, and I thought of an idea for what is basically a pause button. I know that there's already a pause button, but this one would be a bit different. The difference would be that you could give units and buildings orders while it's paused. Like in a battle, you could use it to execute complicated maneuvers. Right now it's rather annoying that the computer can multitask like crazy and you can't possibly keep up. This would help in that regard a lot. The main problem is that it detracts from the 'real-time' part of the game, so it's not particularly likely to be implemented.
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