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ryk

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Tiro

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  1. ryk

    a10 feedback

    Thanks for reply. Yes , it's a place for military unit improving them self. Cause I thought military unit should not be a best choice for economic tasks. Adding a way to improve their battle skill is another option user could choose when no fighting is carry on. But the promotion level should be more, and no more improvement after unit reached some level is needed. I agree it's not very need indeed. but I want to know if there is the possibility to MOD them without changing core code.
  2. VER: 2012-11863-release at May 16 OS: Archlinux x86_64 UI no mouse clicking feedback animation. no routing flag. need a red map-ping when encounter battle. maybe a yellow map-ping when the outpost saw an enmey. Attack/Move/Stop/Patrol actions and mappings are needed. REQUEST: showing worker on each resource and idle worker, and click to select all of them. when pressing Ctrl. should not display the gray garrison mouse icon ,just normal icon is OK. Maybe on a enmey unit, it should became an force attack icon. [*]Animation and texture enity: no animation (Bear, Elephant,Goat,muskox,wolf...) actor: hawk have no animation and movement the collision volume of siege weapons did not match it's visual scale. only female citizen now? the bolt shooter/ballista should be controlled by a person. [*]GamePlay population cap to 150 in normal game? resource cap for each resource? otherwise we just build mass citizens for gathering. when an player's all city center are destroyed. all the building of this player should be revealed in map with fog of war. citizen can build military structures. decrease the working(building/gathering) efficiency of military units. REQUEST: a new building for training and promoting military units.(training room in Dungeon Keeper) promoted unit should be more stronger. also hero unit should have promotion(or level) too. heroes should be more significant both visual and in gameplay. skills (and items?) is needed formation is too complicated. maybe group should auto choose it's formation with various group units. battle line: melee and range box : melee and range with ranged siege etc... [*]maybe a group unit cap is needed? like max 50 unit in a group? [*]Balancing The Fortress/Tower/Wall Tower/Siege Towers are overpowerd when filled with units. (2 tower +10 archer kill about 50+ enemey, left with 9 archer and 0.5 tower) The damage should be cut, also increase the cost they should have max limits. Maybe the wallTower should also have limits (or merge with tower ). [*]Both the Structures and Siege Weapon is too strong against normal unit's attack. their hack armor should be reduced. hack damage of melee unit should increase. also there may should be a type of unit which throws fire which will cause lots of damage to Siege unit and structures. [*]AI qbot: some fractions would not grow farms and all their unit will try to pick a faraway food plant even it's in enemy's base. qbot: They should surrender when no building is available. For now, we should kill every unit in the map. [*]Path finding Sometimes two unit will block each other. the siege tower is bigger than other siege unit.but it will use other siege unit's path and get blocked there. when combine two group far away and issue a new move point. the front part group will move back to form the formation, I think they should reach the point and wait the other part.
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