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mimo

WFG Retired
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Everything posted by mimo

  1. The way trade is implemented is not very reallistic as the owner of the trader will make all the gains. I propose that these gains are shared between the trader and the market. Attached is a very simple patch to do it. In it, the sharing of the gains is 50% at each market, so that when trading between 2 markets, each of the owner of the markets will have 25% of the gains and the owner of the trader will have 50%. As I like to play with several AIs, some of them being my allies, this new trading is an easy way to help them when needed. mimo trader.patch
  2. I was playing Alpha11 with a random map (Atlas mountains), and one treasure was placed just on the border of the map, but unreachable from units. All AI were sending their units there, creating a huge gathering (and a big lag which forced me to stop the game). It should be checked that treasures are reachable. mimo
  3. in the random maps, the name "lorraine plain" is fine : it is a region in the east of france, as is described in the comments. but in the scenario maps, the "lorraine plain" name is wrong : the Lorraine has nothing to do with the Loire river (which is in the center and west of france). The "Loire valley" would be more appropriate. mimo
  4. it would be nice to be able to garrison units in allied towers or fortress, to be able to support an allied under attack. may-be, a system of priorities would be necessary, i.e. the owner of the building has priority and if he wants to add some units in a building which has already allied units, these allied units are automatically unloaded such that the max allowed number of units is not exceeded mimo
  5. mimo

    few feedback

    when I was saying "farm productivity depending on the terrain", it was equivalent to "gathering speed depending on the terrain". Something like normal speed in plains, reduced speed in desert except near an oasis) or on rock would already be something interesting. But that's true that if other features (like progress in technology during the game) are foreseen to deal with that, that could also bring more choices in the strategy. yes, I fully understand the argument of manpower Unfortunately, I'm not fluent enough in c++ to help. thanks for the answers, and for providing this good game.
  6. mimo

    few feedback

    Thanks for the answers. Concerning farms, it is now just too easy to have food, you just build a few farms and you are fine. So always the same strategy whatever the map, that's a pity because you have such different and nice maps. With farm productivity depending on the terrain, we would have to adapt to the map : for exemple in the oasis map, we would have to start with hunting and try to go towards the oasis to build productive farms. Or in the canyon map, we would be forced to go down to the river to build farms. I've played with these two maps, and always win with the same strategy : fortify your starting base, build a few farms, try to find the other ressources, otherwise buy them at the market, and wait for the AI to exhaust itself. Farm productivity depending on the terrain would force us to change our strategy depending on the map. For sheeps, I did not know how to use corral. I'll try it next time. Thanks for the info. For markets, yes, bartering manually is easy, but annoying as it is always in the middle of a battle that you have to go back to the market when you need urgently some reinforcement. And if you need a lot of it, it will be more expensive. Going back regurlarly to the market to buy some missing resources without paying too much is possible, but boring. I agree that different people have different strategies, but if auto-bartering is configurable (and even can be switch off), I do not see any drawback ?
  7. Thanks for this great game. I've just tried it and find it in a very good shape for an alpha version. Here are a few feedback I could give, if useful : - important slow-down of the game from time to time : browsing the forum, I understand it is due to pathfinding and being fixed. That would be very nice. - farms : that's really annoying to have always to rebuild farms. A possibility to have workers rebuild farms automatically when out of ressource would be quite usefull (I've seen on the forum that there was already some discussions about it) also, it seems that farms can be build nearly everywhere. Fine, but may-be their productivity should depend on the quality of the terrain ? - sheeps : here also, it's quite annoying to have to click everytime to have new sheeps. May-be a possibility to define the size of our sheep herd would help. Then automatically, each time a sheep would be killed for meat, another one would be produced. in addition, it seems we have to ask workers to kill sheeps one by one. It would be useful if worker would go to the next sheep when having finished with the current one. With the previous option to define the size of the herd, we could avoid any micro-management on it. - markets : they are really usefull, but we always have to go back to the market to buy missing ressources. With farms and sheeps, food is basically unlimitted. So we could have an option which would do : when food > N and any other ressource < n, then sell automatically food to buy the missing ressource. From the game I've played, N=3000 and n=500 would be fine as default, but the user could be able to tune it. in addition, this could help the AI. From the two games I've played, the AI is very strong at the beginning of the game, but fails lamentably in the end game if we've succeeded to resist its first assaults. I've the impression that it is because the AI does not deal well with missing ressources : this automated market could may-be help. thanks again for this game.
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