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a10 feedback


ryk
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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.

Edited by ryk
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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.

    [*]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.

    [*]GamePlay

    • when an player's all city center are destroyed. all the building of this player should be revealed in map with fog of war.
    • promoted unit should be more stronger. also hero unit should have promotion(or level) too.

    [*]

    [*]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.

Many of these are planned features/known bugs.

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.

Do you mean it should only show the garrison icon over a building? I think it's useful to have the gray mouse pointer as well as that gives you an indication that either the unit can't be garrisoned in the building/object your mouse is over or that it can't be garrisoned at all.

only female citizen now?

Nope. We do have the concept of citizen soldiers though. That means that some of our fighting units can do economic tasks as well (to symbolize that many soldiers in the ancient world were both working citizens and fighters).

the bolt shooter/ballista should be controlled by a person.

If we find people who are able to create the animations for the siege operators we do intend to include them.

population cap to 150 in normal game?

That should be up to the individual players. Some people probably want even fewer, while many want a lot more, so it would be bad to limit it too much in the normal game. However, it may make sense to set the default pop cap to something in the middle of the available options. Also, remember that horse units, siege units, and ships take up more population space, so depending on which units you choose to create you can quickly reach that limit.

resource cap for each resource? otherwise we just build mass citizens for gathering.

Depends on what you mean by citizens. Female citizens are better at food gathering, but not as good at wood/stone/metal gathering, also, they can't fight. So you have to choose which you want to train. If you only focus on resource gathering long enough for a resource cap to be meaningful it's likely your enemy will have crushed you by that time, so I don't think it will be an issue. Better to let people gather as much resources as they want for those who like to play long games and create massive armies, if you want to have a quicker game just use your resources as they come in ;)

heroes should be more significant both visual and in gameplay. skills (and items?) is needed

There will not be any items, but apart from that heroes will indeed play a greater role. The intention is to have them give a bonus, most of them aura bonuses for nearby units. Increasing their armor against certain units etc.

formation is too complicated. maybe group should auto choose it's formation with various group units.

Formations will be both simplified and made more important. Some will indeed be selected automatically, some will be removed, and all remaining should be made more powerful. As it is now they're little more than a way to make the units move neatly towards their target, but they will have different bonuses.

maybe a group unit cap is needed? like max 50 unit in a group?

Many want us to remove the cap entirely. :P;) I don't remember if that's the case currently or we just have it set very high, it's been changed pretty often :) But either way it's probably better to have a high/no group cap as that allows for people to both have small groups and big depending on their wishes/playstyle etc :) We might end up enforcing one eventually in any case because of performance reasons.

Pathfinding is currently being completely rewritten, and balancing hasn't yet truly begun, but thanks for your thoughts :)

decrease the working(building/gathering) efficiency of military units.

As citizen soldiers level up they get better at fighting and worse at economic tasks.

REQUEST: a new building for training and promoting military units.(training room in Dungeon Keeper)

Not very likely. (And I'm guessing you mean train as in improve? Train is often used as in "create" as well.)

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Thanks for reply.

Not very likely. (And I'm guessing you mean train as in improve? Train is often used as in "create" as well.)

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.

population cap to 150 in normal game?
resource cap for each resource? otherwise we just build mass citizens for gathering.
(Heroes) There will not be any items

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.

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