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greenknight32

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Posts posted by greenknight32

  1. The problem of adjusting to different heights reminds me of a game I got for Christmas, Grand Ages of Rome (gold edition). In it, to build on land that's too steep, you build platforms - you can add layers to the platform until it's large enough.

    Maybe, to build a bridge, you'd first build bridge footings, the elevations of which have to match before you can build a bridge on them. If they didn't match, you'd add an approach ramp to the lower one to make it higher - ramps would have a fixed slope, and you could add layers to them to make them tall enough. When heights matched, you could then stretch a bridge from one to the other like building a wall.

    This way, you could bridge between different elevations if there was enough space for the ramp, which would be longer the taller it needed to be, and the cost would be higher. The bridge footings could be graphically very simple, only the bridge itself would need an elaborate design.

    Also, the bridge could be a destroyable structure, the bridge footings not - which would be realistic.

  2. Perhaps make it so a team player could hand off control of their faction to a teammate. That would accomplish the objective of letting the game continue while a player goes AFK. Much more straightfoward to program, I would think.

    Dividing up the control of a single faction sounds interesting, but it also sounds complicated.

    • Like 2
  3. Great video, Lion.

    Whether a man or a woman, it's the momentum of the tool that does the work - it has to swing through a good long arc. A shorter swing means more force has to be applied to achieve the same speed at impact, the only reason to do that is if there's something in the way that prevents talking a full swing. You don't just use your arms, either, you put your back into it.

    The mining animation looks great.

  4. Realistically, swords, spears, arrows and such should not damage walls - but then, you should have siege hooks and ladders available. Walls could be defeated without siege engines in the real world, they were effective only if actively defended.

    Adding the ability to scale walls with ladders or pull them down with hooks would add a lot of complexity for a small increase in realism. Having the infantry's regular attacks do the job is a reasonable substitute, and much simpler. It's much too easy now, though - I agree with Lion, the effectiveness of such attacks against walls should be reduced.

    • Like 4
  5. I've given up on using walls - even where there are choke points, you need to be able to attach walls to cliffs and run walls into the water in order to close off the choke points. Cost is too high, as well. Palisades are too weak and temporary to be worth the wood and time you invest in them.

  6. I'm well aware of the advantage of women, it's just that if you build nothing but women you have no defense against an early rush. This was a problem with the AI in earlier versions - you could make 5 ranged units, send them + the 2 you start with, and it was game over. They'd kill the workers, the you could park them just out of range of the CC and kill any units that emerged.

    Making mostly women early makes sense, but you do need a few soldiers to counter that tactic.

    • Like 1
  7. The way I look at it, you've got many things to do - create units, construct buildings, scout - and seconds count early in the game. Anything you can do to save a few of those seconds is good. Set the CC to make a batch of units, set the rally point on a resource so they go start work there, then do something else for a few seconds until it's time to do it again. Line up a team to build a batch of houses as soon as you have enough wood. Hurry, hurry, hurry, that's the only way to win.

    Getting a tiny bit of a resource a few seconds sooner is not worth the extra micro - if a scout gets killed because you didn't get back to him soon enough, it wastes much more than you gained. Maybe the first few females, like niektb said, but otherwise it's better to streamline your process as much as possible.

  8. This page: http://silverhorde.viahistoria.com/research/tactics.html has a nice summary of the subject. You can find plenty more just by googling "mongol tactics".

    I first learned about this by reading this book - "Genghis Khan and the Making of the Modern World" https://en.wikipedia.org/wiki/Genghis_Khan_and_the_Making_of_the_Modern_World. I highly recommend that for an alternative view of the Mongol Empire - though some have accused it of glossing over some of their more unsavory practices (Yes, they took slaves, who didn't in those days?).

  9. How this? You get resources back.

    You sure about that?

    I tried to test it, but the AI wouldn't destroy the partially-completed CC. Attacked my troops and marched on my base instead. Gives me the idea - kill the builders but leave it standing so it ties up resources.

    Anyway, maybe you shouldn't get the resources back, if that's how it works - that would make the tactic a lot riskier. Or maybe you could get back only the percentage that hasn't been completed.

    Capturing buildings would also make the tactic risky.

    • Like 1
  10. I don't see where there's a problem. You can prevent opponents from building forward CCs with cavalry, keep some scouts deployed to detect any building activity. If they invest in a CC and you destroy it before it's completed, you gain a big economic jump on them, so it's hardly a surefire strategy.

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