Jump to content

wisp

Community Newbie
  • Posts

    2
  • Joined

  • Last visited

wisp's Achievements

Tiro

Tiro (1/14)

0

Reputation

  1. Thanks, found it. Thank you for the welcome to the forum. Some more ideas: 1. Have a player defined default behavior for each individual unit, unit type, or all idle units. This default behavior kicks in when the unit is idle. So say that unit was assigned to build a house; When it finishes that manually assigned task the default behavior kicks in and tells it to gather food if that was the player's defined default behavior. Other default behaviors could be gather wood/stone/metal etc. This would cut down a lot in actions required for every single worker and allow focus on other aspects such as strategic planning, wall placement, unit placement/movements. 2. Placement of troops on walls and garrisons combined. I've been trying to get units on walls but I don't think its possible right? I think a combination of garrison and placement on the structure itself would be best. Something like Stronghold 2 but more polished. In Stronghold 2 battles can take place inside towers and on top of towers. In order for this to look and play right the towers need to be expanded in size and hold a limited number of troops at one time. I think the game would be better with being able to take advantage of the height/range advantage, vision advantage of walls. It would look much more realistic as well. Automations inside towers. I think for this to not get messy actions inside towers would need to be somewhat automated. Archers inside towers would automatically move to turret holes/murder holes in order to fire out of the tower at outside enemy troops. They would automactically choose the murder hole that allows them to target outside enemy units. So say the enemy is coming from the north. The archer would move to the north side inside the tower and fire from a murder hole there. Depending on the size of the tower there would be more or less murder holes per side of the tower. Each murder hole could accomodate 2 archers firing out of them. This is how real murder holes function. The inside of the murder holes are designed with angles to allow 2 people to fire out at opposite angles. There should be a limit to the number of archers being able to fire out of one tower. So a large tower could say accommodate 40 archers, 5 holes per side. This would mean the maximum fire power per side of the wall would be 10 archers. You could also place archers on top of towers where they would not be limited except by the maximum volume of troops that will fit on the top which should be limited. You wouldn't want to be able to place 200 archers on one tower for example, that would be unbalanced. To properly balance this there should be a downside to placing so many archers in one tower. If the tower was destroyed by siege engines all occupants would be killed or put out of action to make it realistic. Also it would take time to reposition the garrisoned archers; so they lack mobility compared to archers just standing on bare ground. Also, the archers are somewhat trapped if attacked by a large melee force. They have nowhere to go but out to the walls or on top of the tower where they are further confined. There are tradeoffs. Archers inside the tower would have much superior defense, almost invincible except to siege engines. Archers could also be placed on top of a tower but to a certain limit. They would have better defense than units on the ground and better range. Archers on top of a tower would have a different range than archers inside the tower. Melee units inside towers would solely defend the entrances. Melee and ranged units on top of towers could defend against ladders/siege towers etc. Either that or a simplified autocalculated version. Autocalculate battles inside towers and then have a normal view of battles on the structure itself. So say there are 4 archers and 1 spearman garrisoning a tower. The enemy attacks with 10 spears. The 10 spears would most likely win the battle against the garrisoned troops and then continue to garrison the tower or move up to the top of the tower. The more melee units the player garrisons with, the better he'll be able to hold off melee invasions. However, the trade off is he won't have as many ranged units firing out from the structure. 3. Custom wall heights or at least being able to select low wall/high wall/thick wall/thin wall/strong wall/weak wall. The differing sizes, thicknesses, and strength selections would require different amounts of resources and worker time to build. At least 2 choices per variable such as tall/low, thick/thin, etc. 4. Terrain bonuses. Are there terrain bonuses as of yet? Certain unit types could fight better in specific terrain types. All units would be better protected in fortifications. Fortifications should provide better defense against projectiles if units are stationed on top of them. They should be nearly invincible from projectiles if garrisoned in the structure. The tower would have to be destroyed by siege engines or invaded in order to destroy the garrison. Garrisoned troops would have a defensive advantage. Tower stairs were designed to limit the invading force's range of motion with the right hand attacking weapon such as a sword.
  2. First off, this game looks like it will be very fun and challenging. This is one of the best open source games I've seen. The AI seems capable already taking advantage of my newbie mistakes. The graphics are nice and the scale is just right. Some suggestions for improvement: 1. Add an "idle worker" button to quickly select workers that are not doing something. Also add a "select all idle workers" button to quickly select all idle workers. 2. Make placement of walls and towers much more intuitive and fast with on screen controls and pictures to choose preset angles of at least 15 degree increments. Make new wall segments detect already placed segments so that they auto connect. Let the player be able to enable/disable autoconnect of walls. I thought everything up to this point was very intuitive and streamlined. I will play around with placing walls more. I've only played the game about 20 minutes so these are my first impressions. I think its a great start and look forward to future updates. Thanks.
×
×
  • Create New...