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Grautvornix

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Grautvornix last won the day on February 14

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  1. Could we also introduce a tech that enables collection of a certain resource? "Mining technology" "Iron Ore processing technology" (possibly with a dedicated building?).
  2. @LordTriggersI like how you solved the capturing without having to fight the army first - there is no army initially (spawning only after the vassal has been taken over if I understand correctly). When someone else tries to capture the Vassal, i.e. their CC, their (your) army needs to be fought, right?
  3. @Emacz once there was a great mod that had exactly this feature for siege artillery (ammo had to be replenished by special ammo delivery charts to be placed nearby the frontline). Maybe we can get some inspiration from of these ideas? IIRC this was a mode developed by @Grapjas?
  4. oh yes, indeed! But you can use DE in SP, of course.
  5. But.. roads need to be built and this will require a (flat) building you can walk on and follow - an issue for pathfinder, I believe. Prticularly when you need sto follwo a road as far as possible (how to force pathdiner to folow that road?) and at a certain point leave the road and go at your target. And what happens at crossings? I believe all this is easier said than done. When this challenge solved, we can also introduce building/using/destroying bridges (but I am starting daydreaming again) I wish I would be any good at programming...
  6. Thanks a lot - this allows the map creator to define and highlight fertile areas! Does the aura exist only if the farmstead was captured and then only for the owner? (I guess so). The opposite would then not be possible I am afraid, i.e. having an abandoned/dried out farmstead indicating non-fertile areas, e.g. in the desert. Certainly this dead farmstead would not be a desirable target for capturing and would work only if auras were active independently of ownership. I just keep thinking about dried areas in the desert where farming does not make sense, hence fighting over fertile areas and water could be a game element (--> see discussion water as additional resource).
  7. Fascinating! Two slightly different approaches for a similar goal. The two of you should joint forces!
  8. thanks @LordTriggers! Interesting concept! Here are a few question to better understand: Vassals will belong to gaia initially, I presume, so will not be friendly.Trying to capture therefore means first killing their army and then capturing their CC, but wouldn't they just belong to the conquering player's territory? Or will they stay kind of "allied"? Can anyone else captrure them after you had done that already, i.e. if you don't watch out, they might be allied with your opponent again? Looks like they deliver their resources to their owner (which would be normal after capturing their CC). Will their stats count in the players stats (e.g. with respect to population cap)? Sorry for the ignorant questions, just trying to get a grip on your concept.
  9. Superb! Wasn't aware that we also have a Minoan Civ. Is that intended as part of Aristeia or as eye candy? EDIT: Stupid me! Reading helps....the entire thread is about new ideas and this is extending your previous post that I even already read. Apologies for the confusion this has caused.
  10. In some rare case I also try to recover from my last remaining units to build up a CC and population again - so would not like to give up if I still have units available. But that is a personal feeling...
  11. The discussion is starting to get REALLY interesting now!
  12. From my point of view 100 seems a good start. This is about bulk transport, possibly adding another dimension to the game. What happens if a storehouse is full. The worker would walk to the next nearest dropsite? Question: IN an alarm situation, would we allow garrisoning of transporter units into houses/barracks/stables etc. or only into storehouses/fortresses/camps and CC?
  13. Indeed this would have quite a few implications on settlement layout: Distanced dropsites would need longer to deliver their goods to the CC while currently distance is not relevant at all. Therefore, it might be advantageous to build another CC or camp or fortress or whatever is defined as a potential converter building (converting collected goods to goods inventorized to the player's account). Currently the converter building is the dropsite itself. If we now re-allocate that conversion function to the CC, camp, fortress or whatever, this could have implications. Question: would such constraint (distance to converter building) also affect Petra AI? We need to be careful suggesting these things as gameplay might become much more complex.
  14. @Asher Most likely you are right - realisitically we should aim at the next step with highter priority, but it is often useful to have a strategic goal as well to work towards.
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