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Showing content with the highest reputation on 2016-01-04 in all areas

  1. Hey guys, I'd like to implement a patrol movement http://trac.wildfiregames.com/ticket/1720 But I think a small discussion about implementation details could be useful. I know that you can already queue movements/tasks for a unit by pressing the shift key. Hence, it should be not so elaborate to implement a patrol movement. I guess every unit has a FIFO queue as a data structure for planned movements!? So my suggestion is that a small piece of code checks whether the first (next) entry of the queue is equal to the last on. If yes, we have a patrol movement and the first entry should be appended to the end when this point is reached. Does somebody knows where that queue is implemented (before I spend too much time with searching ). _______ Additionally, I suggest visualising the entries of the queue in a different task. Otherwise, it would be very complicated to hit the first position again (probably a small tolerance range must be implemented to simply hitting the begin)
    1 point
  2. I agree with this, corals have almost no usage. A few suggestions: Corals are self sustaining sources of food, similar to the fieldsCorals spawn farmers/breeders instead of sheep, the more farmers you have the faster food production you have.In the first stages you have a limitation on how many farmers you can have on one coral (at first for example 5, like the fields). Every phase you have a new upgrade that increases the size of the coral allowing more farmers to be garrisoned (therefore they can farm more sheep).Various upgrades allow the food production to increase (better tools, better farmers etc)This way corals are more of a late game strategy which, if you fully upgrade and if you have a coral fully garrisoned, it should provide as much food as the typical 8-9 field set up does. However because of the expensive upgrades and farmers, this would not be a good early game strategy. the benefit is that it takes up less of your max population, the catch is that it is expensive to max it out. This would make the corals much more useful, and they would be much less of a nuisance to use. Extra point: An interesting upgrade would be that instead of breeding sheep you breed cattle which increases food production by X% and armour upgrades cost Y% less food/metal(?) (leather). This would only be available in the 3rd phase to maybe some civs, mainly middle eastern ones such as Ptolmies, Persians and maybe Mauryans?
    1 point
  3. In late game, I think that deleting all the women and the farms (50 women for 10 farms) and using 5 corrals with maybe 10 cav give you a pop advantage on your enemy (it's a pain in the *** to manage though) Having 40 more champs than your enemy wins the late game. I'm trying to find a way to use corals in early build orders but so far it's just more micro management and I cannot reach 140 pop in 10 mins using corals. I still need practice.
    1 point
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