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J-Dx

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Posts posted by J-Dx

  1. Once stamina is added properly terrain could easily be more important. Things like cavalry not being able to charge through forests/swamps, or long distance marching lowering stamina so charges become difficult/impossible. With roads allowing long distance travel without affecting stamina it would provide more tactics and strategy. There's the option of making terrain even more interesting by making ranged units have a shorter range in forested areas if it's not too complex to add. Or formations can't be used in forests. I always find in games that the more you can use terrain to your advantage the more fun it is. If walking along a road, or standing in a forest, makes no difference to the battles then all it will be is eye candy (and resources in the case of trees). What could/should be added out of the many possibilities is the main question though!

    I'm not sure whether being able to build roads would be used enough to warrant adding. I think I'd prefer them to be already present on certain maps. As long as all maps have a few routes that are good for marching then i think that would do.

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  2. The next chapter has been uploaded, so you should be able to read it now!

    Progress may slow a little from here as there are more characters and plot lines to keep track of! I'm getting quite excited about bringing it to some sort of ending/conclusion and the ideas are buzzing round my head! My notes have got a little bit disorganised though so I'm going to have to put a lot of effort into sorting them all out. Feel free to keep your comments coming! Its great to get feedback :)

  3. Not far away from finishing this next chapter, so keep your eyes open!

    I have also read through the previous chapters and have made a couple of very minor changes to make sure a major plot line links in properly. It made me realise I'm actually looking forward to finishing the story so I can go back through it all!

    I might be done after another eight chapters or so I think, but I might stretch it out a little more, not sure yet...

  4. I like the idea of fighting a battle and then clicking on my civ centre to see how many slaves I 'caught'! If they were a new unit added to the game I like it.

    It would almost work as a reward for fighting - kill an enemy and have a % chance of getting a slave. I imagine it as appearing as a trainable troop from the CC but having a set number trainable dependant on your kills (easily displayed by a number upon the slave icon that decreases when you 'train' a slave).

    If slaves were free or very cheap to train then it would be a decent advantage to using citizen-soldiers and women, though I think the idea of the slaves slowly losing health might be necessary to ensure citizen-soldiers and women are still used by players! Perhaps also only the winner of a battle should gain the reward of slaves (or both players if the kill ratio is near equal). I'd make it so you couldn't heal slaves with priests as well to make sure they always die eventually. Perhaps slaves could be sold at the market, 'garrisoning' them which makes them available for other players to buy (price dependant on how many other slaves are available globally on the map.

    This seems to be reasonably easy for the player to deal with, as they do little more than fight a battle as per usual and then 'train' the slaves after. No micro-management involved in getting the slaves or transporting them back to your base.

    I would much prefer a system such as this to simple conversion or slaves appearing randomly on the map during a battle which would require a lot of micro-management and in some ways clutter the battle field.

    I can imagine that, during a battle in which slave units appear, I would ignore them until the battle had been won, which would leave the slave units wandering around. Not very realistic and I wouldn't enjoy that as much.

  5. Just found this some minutes ago (I'm not a frequent 'Introductions & Off-Topic Discussion'-dweller), but I like it :-) Keep on writing, improving and maybe - one day, if you feel confident - give publishing it a shot. Happy New Year and a 2013 full of inspiration. If I find the time, I might like to read your other chapters some day (but unfortunately most of my time has to go into studying and preparing my next concert, what's left goes to contributing to 0 A.D.)

    I'm sure you've found the right kind of community to read your writings!

    When you have the time let me know and I'll send you the link to the full version (all I've written anyway!).

    I'm now halfway through editing the notes of Chapter 7 so hopefully that won't take long to add to the link!

    I've also been busy writing more notes and reading some dark ages history for inspiration. So far I'm enjoying the writing and the ideas seem to be flowing :)

  6. That'll make the game too easy. Lol

    Well, that depends on how good the AI is. If it could respond by changing formations when it spots your troops. Once formations give good bonuses it won't be easy. A column, which offers no protective or offensive bonus, would be easy to kill compared to other formations (hopefully! Otherwise formations become little more than eye-candy). It also doesn't have to pause long, just a handful of seconds to give you time to react.

  7. Why not make the AI set up its army into formations just outside/inside the player's border? Then after a pause (giving the player time to respond and think about tactics) the enemy could advance 'set up' rather than just marching into your base in a big column. e.g. the Ai puts two formations (lines) of spears/swords at the front, a line of archers a little behind and a group of cavalry at the flank(s) and then advances forwards like this once inside your territory.

  8. I'm personally against that, partly because it adds complexity to the implementation, but mostly because it would kind of ruin part of the purpose of battle music: to make sure you're aware that a battle is going on. On the other hand it would add to the other purpose: making battles "feel" differently from the rest of the game. But still, most of the time you're in the middle of a battle you'll want to either focus on the battle, or just quickly switching back and forth between economic duties elsewhere/bringing new troops to the fight, so I really don't think having the music fading back and forth would add very much.

    Good points. I guess what I was thinking of would be rather complex (such as the battle music playing to alert you then when you go to the battle and scroll away it fades sort of thing). Maybe it could just get quieter but not stop to add a bit of a 'feel' to it?

    Depending on how dramatic the music is personally I would only want it for large battles such as 50+ troops. Smaller fights could have slightly less dramatic music.

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