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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. I'm guessing "Tower Push" will be a big strat for the Iberians. EDIT: You're a bad boy for using Wall Towers.
  2. Hey m8. If you have a Windows Messenger compatible messenger, then add me as a contact: mythgamer(at)aol(dot)com.
  3. Exactly. But I'm not totally against perhaps some kind of fee or tariff, I just don't think it's necessary for the whole concept to work. Just saying there is a benefit to allowing trade between allies that doesn't need a tariff to realize.
  4. In a team game, it would behoove all players on a team to allow trade so that the team as a whole is stronger. I envision no team situation where you would "deny" your ally to trade with you unless you planned to stab them in the back. Either way, I see no need for transaction fees or tariffs. TBH, I see no reason why it shouldn't all just act exactly like in AOK or AOM, except for the fact that you can choose a resource other than just "gold."
  5. Alpha 8 will have trading and bartering, which will add a new interesting dimension to gameplay, and will add the Persians as a playable faction.
  6. I am content with trying it whatever way you feel best, then we can tweak the behavior later. Once you set the end points, then the traders will continue going back and forth automatically.
  7. I disagree with nothing. I agree that the Trading Ship should be able to trade even without a trader on board. Garrisoning more traders gives a bonus. This is consistent with the direction we've gone with other things too. For instance, towers, warships, etc. Perhaps a simpler way to set a way point for the land trader is that it assumes the 2nd market (the 2nd way point) is your closest market. This happens in AOK/AOM. Removes a "search for my market and click" step. Perhaps your method would only be needed if trading between two of your own markets, while only one click is necessary when trading with allied markets.
  8. Didn't you always think that? Anyway, yeah, I'm starting to think that double-click should ignore rank.
  9. My travel priorities would be: Greece Italy France Germany Australia Kenya Cambodia Japan Mexico Canada South Korea
  10. Going a realistic route would't be too bad: Your unit tends the farm for 5 minutes, building up a good healthy harvest, then harvests it for 1 minute for a large BURST of food into your treasury over that minute. Whatever way we end up doing it, I see this as very very low priority. lol Right now the Farms aren't ideal, but they work in an intuitive manner: Build field; harvest field; repeat. Very simple and gets the job done. Same way with the discussion on unit training elsewhere. The existing methods work intuitively, so let's focus on getting new features like trading, bartering, trample damage, running/charging, paper-rock-scissors, etc. into the game.
  11. How is this realistic? Farms do run out of food in real life and require farmers to replant them every season. Farms are not "infinite."
  12. Hmmm, I thought they looked rather distinctive.
  13. k, cool. Go here and post an app thread, so we can take a look at your info. We'll go from there. http://www.wildfiregames.com/forum/index.php?showtopic=11297
  14. Personally, I'd rather have each field have a very large amount of food than go the infinite route. I'm not really comfortable with spending 50 Wood and getting infinite Food return, unless we increase the cost of a farm substantially. And there's something to be said, I think, for requiring a little bit of maintenance input from the player, either through manual reseeding or a reseeding queue. Don't want it to get too hands-off.
  15. Spartans pwn the Immortals. Note that the Spartan shields are inaccurate for the period. Everything else, including the Immortals' armour, looks great.
  16. A bunch of great references here. I'm not kidding--they're awesome. Preview:
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