-
Posts
10.860 -
Joined
-
Last visited
-
Days Won
533
Everything posted by wowgetoffyourcellphone
-
Questions about Alpha 21 gameplay
wowgetoffyourcellphone replied to Alekusu's topic in Gameplay Discussion
This can be found in the phase tech json files, opened by any text editor such as notepad or notepad++. For example, we see this for Town phase: "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. Citizen soldiers max health increased by +20%. All structures +7 garrisoned regeneration rate.", "modifications": [ { "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre" }, { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" }, { "value": "Capturable/GarrisonRegenRate", "add": 7.0, "affects": "Structure" } ], And this for City phase: "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Citizen soldiers max health increased by +10%. All structures +9 garrisoned regeneration rate.", "modifications": [ { "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre" }, { "value": "Health/Max", "multiply": 1.1, "affects": "CitizenSoldier" }, { "value": "Capturable/GarrisonRegenRate", "add": 9.0, "affects": "Structure" } ], To put it succuinctly, all citizen soldiers gain health when phasing up. -
Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Not in DE -
Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Build towers -
Empires Apart. ==Freemium==
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Yeah, I don't know why wfg do not do developer vlogs like this guy.- 209 replies
-
- 2
-
-
- rts
- microtransactions
-
(and 2 more)
Tagged with:
-
Ah, tricky. Intended behavior?
-
Blue player have hack of key binds to alter the batch training sizes at will, or is he continually going to the menu and changing it there.
-
Ideally, they'd make the implementation in a way where mods can choose to have hard battalions or soft battalions. Though, I would not expect that functionality to be built-in if the core game goes with soft battalions. Core game comes first of course. It would just be nice, so I don't have to wrangle some like-minded folk together to essentially fork the code.
-
If there are separate Slaves and Citizens from the soldiers, then it's easy to have an econ cap without negatively affecting combat strategy. Age of Mythology already do this by capping citizens. Can be a hard cap or soft cap. Benefit of a hard cap is that it is very simple and easy to understand and be aware of. Benefit of a soft cap is that there's more flexibility and still benefits from expansion. Bad thing about a hard cap is that it feels artificial and arbitrary and ideally should be scaled by match pop cap setting (not difficult to do). Bad thing about soft cap is that it's variable and is just another thing that has to be managed by the player. There are pros and cons. Another way to soft cap the economy a bit is to make things more expensive as the game progresses. Ideally, this should be a quantity vs. quality decision by the player. As units are teched up, they can become more expensive, soaking up some of that excess economic output.
-
Here's an idea. If you guys don't like what I proposed here, then make your own thread for others to rip your proposals apart. Sound good? Meanwhile, none of our proposals will get implemented. Actually, from what I hear the closest thing that'll come to fruition will be: Same darn game as it is now, but you can lock soldiers into a formation if you want to and disband them at will. There you go. I predicted the future.
-
My guess is he increased the total lightness to make the black grey, then re-darkened the deeper ocean parts.
-
@Servo, guy, you are confusing me. Are you saying you want this design to include hacks so you can bypass the pop limit? Simply for your personal enjoyment? Because at first it seemed like you were criticising the design because it might allow for such hacks. Make up your mind and make a simple complete statement on the matter or stop derailing my thread.
-
It's probably enough to just do like what I said and make civic centers upgradeable on a per civic center/per province basis. That way your starting city is usually your biggest and baddest, while the outlying ones are smaller, less populated, more econ-focused or military focused based on what you need, etc.
-
I am sure that we may be talking about 2 different games or we were talking about different mechanics. Either way, I don't see how, even if this was possible, it would help you to have 200 1-man battalions, which is what the logical endgame of this kind of "tactic" is if you take it to its extreme. My design doesn't limit the actual number of battalions in any way, so if you want to waste time creating a bunch of smaller battalions, then go ahead. There can easily be some sort of penalty, or suite of penalties, in effect for smaller battalion sizes, call it morale, call it discipline, to promote reinforcement/decommissioning/combining battalions over something akin to the hack you're talking about. Reduced responsiveness, loss of charging ability, loss of trample, lower attack, can't buy upgrades like officers or noisemakers, etc. But I don't know why I had to come up with this to begin with. Surely, if you saw this "flaw" then you could have come up with the same solution I just did with a modicum of thought? This whole proposal is DOA anyway. So, nitpick away.
-
Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
All right, after playing some more test games I can't seem to get over the ingrained idea that the civic center should be dropsite. I get frustrate like why is not my dude dropping off his stuff instead of walking all the way to that storehouse across the base? Oh, I forgot, again, that I changed it. lol, very frustrating. Will probably put it back unless there's more discussion pro. I admit that maybe more playtesting could be done, but the feature is not that important to me. Keeping the farmstead unlocking fields though! -
That's not exactly how BfME2 worked. In that game, each soldier had their own health, just like in 0 A.D., it's just the health bars were turned off by default. Healing could definitely work just like it does now. In fact, if you read the proposal, I proposed a cool mechanic for the healer to keep them relevant to the battalion system. No, I have told you how this would be prevented. Pop cap would affect everything, even reinforcement. Now you're nitpicking just to nitpick. How "experience" is governed is not a huge issue for me. It just made sense to me that the overall experience of a group, if by experience we're just talking about some abstract number or value, would go down if you add inexperienced people to that group. Call me crazy. Add cold water to warm water and they average out. Not a difficult concept. btw, mentoring someone does not magically give that person "experience" either, only insight, preparedness even, but not experience which by definition a raw recruit does not have.
-
No, I'm not saying that. The opposite, actually. If that battalion lost half its men, then it loses half its pop cost too, freeing up that pop for you to train other units. I can also foresee some mechanics where you could task the understrength battalion to a barracks and it would automatically get reinforced slowly with new recruits, reducing its overall experience, but beefing up its troop numbers to maximum. I could see being able to combine your battalions of like-troops as well. So, hoplites to hoplites, archers to archers, combining understrength battalions to form full-strength battalions, averaging-out the experience.
-
Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
That's basically what the citizens are.