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soshanko

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Posts posted by soshanko

  1. On ‎12‎/‎4‎/‎2018 at 1:39 AM, Servo said:

    RoN doesn’t deplete food from farms or relics but it has commerce cap not only on food but all resources including knowledge (University or relic produced). 

    I know  that servo. but cutting resources is logical. it will feel like real life thing. mostly the siege will be more meaningful. not just destroying buildings. when you get more and more similarity to real life, you get more real logic to continue playing.

     

  2. 12 hours ago, wowgetoffyourcellphone said:

    At the corral, I could see converting the Food resource into the Horse resource, so that cavalry also cost an amount of Horse resource.

    yes this is most logical idea. a building for creating horses will be needed.

    soldiers can cost enough food for next 5/8/10 min and these extra min should be use as a stock. Because when the food resource is depleted, soldiers need to fight or work for next atleast 10 min. a research can be added to increase this food stock. also units could cost less regular food when the food stock is in a bad condition. although that can effect the health of units.    

  3. a building or research could be added where player can produce weapons. player will create a certain amount of weapon for use. when the amount reduced the units will stop throwing.

    Reducing resource per volley could create a problem when a resource type is depleted.

    Also there will appear a new problem of units, I mean those units whose resource type is depleted. Then there should be a feature of re arming those units with another type of weapons. something like convert them to mele units with available weapon.

    Also good AI for auto fleeing to the safe place where they could be re armed.

    As a plus then there can grow up a need for new feature like creating unarmed male units. lol.

    :)

    3 hours ago, wowgetoffyourcellphone said:

    While I don't think the main game should do this, i think it would be great to have the ability in the engine for mods to do this. The major thing, IMHO, is the UI for it, specifically for things like the negative food trickle for each unit. What you need to show in the UI is some kind of drainage rate from the food stockpile, like what the Rise of Nations UI shows, but currently the UI can't do that. I've experimented with a Food drainage for units and the UI thing is essential, IMHO. You could do something similar with Mercenary units, which would slowly drain your Metal or Coin resource.

     

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  4. may be the amount be reduced?

    0.25 stone per sling shot?

    2 minutes ago, (-_-) said:

    Would make ranged infantry pretty useless with the current figures. A slinger takes ~18 shots to kill a basic spearman. Thats 26 stone to kill a single unit.

     

  5. On ‎11‎/‎30‎/‎2018 at 2:32 AM, nani said:

    How about catapults  each projectile costs 10 stone ?

    For bolts could be 10 wood 5 metal.

    *Having a starting 10(?) projectiles for each siege unit. 

    great idea.

    also slingers can cost 2 stone for each volley, archers can cost 2 wood 1 metal , skirmishers 2 wood, and also 5 food per min, per soldiers,

    :)

     

  6. Civ s with ranged Siege( bolt, Catapult) are far better than those civs that does not have ranged Siege. If a ranged siege player create a wall defence then 20 catapult/bolt and support them with 50/60 archer than its the end game for the civ that does not have any counter range siege. Balance must be done bc it gives a 100% superiority to the range siege civ player.

    I would like to suggest something that can be take into consideration.

     1. there can be applied some kind of attrition. it can be applied considering the food stock and food gather rate in comparison with the unit number. units can consume food.

    2. a refill system could be applied to all kind of range units. suppose after throwing a number of weapons they would need a refill. refill means res of that kind.

    as for now I just can think upto these two points .  thanks.

  7. 7 hours ago, Genava55 said:

    It means an ethnic centered mod which is problematic for the Germanic factions where the North-West Germanic languages didn't splitted before the third century AD and the West Germanic languages didn't splitted before the sixth century AD. Moreover their ethnicities are well mixed and shared together by huge confederacy system that appeared during their history like the Suebi/Suevi, the Marcomanni, the Alemanni and the Franks. Plus the Merovingian and the Carolingian dynasties are new levels of complexities from an ethnological perspective.

    As every nation have not reached todays position with the same road, We need separate effort for describing each faction. So different ideas should be implemented for different faction. It also makes each faction unique and different. tnx.

  8. 5 hours ago, Lion.Kanzen said:

    No, because we haven't enough sources to fill a cohorent faction, nor heroes, nor wonders... May be Petra or  Palmyra or Saba... But Arabs with that name is like suggest Pre Columbian culture in a single faction. Unless you help to provide us many visual material. 

    I think reading is the most effective way to know he Arabs. I Quoted a book name (seerat-un-nabi-ibn-hisham). And its not the only book. There are more. Also Arabs were very conscious about their linage so we can find a overall overview on this Faction. I also can propose an Idea of knowing through a scholar who is well known about the clans and tribes of Arabian peninsula. 

    And for visual aspect we can take ideas from films that were set on that timeline. Thanks

     

  9. yeah logic should be applied. But there is a difference if the dynasties are totally different as ethnicity . I think most of the Arabs are almost from the same ethnicity. like kahtani and ismailiah.  these two sub linage is also reative frome very beginning of them. but for the Chinese these dynasties are almost totally different. as the jins were almost the people of the korea or north china. I would say China have many different faction on its area. But the Arabs are only two linage as I mentioned before and they are relative from very early period. So all different clans and kingdoms of Arabs can be presented as a Single nation. sorry for the edit. Thanks.

     

     

  10. I am talking about an combined effort to make the Arabian faction. So if the kingdom of Sheba, ghassanids, lakhmids, yemenise, ghatafan, kuraish and many more could be combined to represent the Arabian faction, that can be a true approach to the Arabian faction. And also I think the game has kept religion out of the main focus mainly the religions of this date. So it might be good if the Arabian faction cover the entirety of the Arabian peninsula. just this is the point. The book called seeratun-nabi-ibn-hashim or books like this that talks about the pre-Islamic time period can be a good resource for a greater research. thanks.

  11. with number and kind of units you can know which unit to use and where. it can be very helpful during fight going on.

    if you know what type of unit doing what then you can set them to more appropriate resource and that can increase your gathering rate. most importantly various kind of units gather verily.

    its right that it will be changing time to time and that's why we need the stats.

    thanks for having an interest though.

     

  12. I would like to propose a button to see the ECO stats. like how many units are working on food, wood, metal, stone etc. There can be other things like idlers count, gather rate etc. I think it will help much during gameplay.

    Basically in rise of nations (an famous RTS game) there is a button for it by clicking on that you can see a brief stat of your economy.

    In brief I will propose some option that can show:

    1. number of units working on different resources including how many man and women and cav unit in which kind of resource..

    2. the number of idle units including how many man and women and cav. 

    3. the gather rate of each resource.

    note: for clarification kind of units needed because different kind of units collect different amount of resource (difference in man and women gather rate).

    and also the gather rate of resources because walk distance influences the gather rate.

     

     

     

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