And why not something like in "real" life ? You start researching civilization. You don't know how long it will take, you just have a "problem" : I want more housing, I want a way to defend myself. And the game would pop a tech that would fit what you want. You want more defence ? Based upon "basic modfiers", you can be proposed enhanced armor, city defences or magic defense. Basic modifiers would be things that happenned in your kingdom : if some of your cities got razed, you
vieuxchat
It seems there's still the bug were things doesn't appear where they really are ...
(I was able to reproduce that) When you fight in a tile of a city, your sovereign will automatically enter the city. And when you click on the city you'll see two medallions for your sovereign. Only one of those two medallion can be used to kick the sovereign outside. (I wasn't able to reproduce that) But later in the game I got some strange behavior : The sovereign I was able to kick outside disappeared and the other sovereign (I couldn't move before that) became the only sovereign.<
Same here, since the first beta.
When you build a lumbermill or an apiary or a farm the game thinks you build on only one subtile. So I could build in my first town (with 8 subtiles) : the palace, two farms and 5 huts. Big buildings should take 4 subtiles.
Confirmed. After building , the game automatically selects the inn.
[quote who="Frogboy" reply="89" id="2424855"] Not a bad idea, but I don't think I've ever seen HP linearly to rate of fire, and I've played many, many games from PC to pen and paper RPG's. If this is the case, I'm pretty sure that calling this combined stat which represents life units and rate of attack "hitpoints" will certainly confuse people. So if I get you right, attack score is more like a "penetration" score. Correct. Attack and Defense are related to e
So HP is not only HP, but also rate of fire ? O_o
No, it will be exponential because each new city will add to the already existing cities ... 1 city with mine = + 5 iron 2 cities with a mine in each = (5 + 1 from the town B ) + (5+1 from the town A) = 12 (and not 10) 3 cities with a mine in each = (5 + 1 + 1) + (5 +1 +1) + (5 +1 +1) = 21 (instead of 15) 4 cities with a mine in each = (5 +1 +1 +1) + (5 +1 +1 +1) + (5 +1 +1 +1) + (5 +1 +1 +1) = 32 (instead of 20) 5 --> 12 --> 21 --> 32 etc... i
In fact, I would like to have the ability to build structures from a city without being connected to the rest of the city. You would just have to open the nearest town's UI, then select the mine, put it, and a road would automatically being built. Instead of having cities like (T for Town, --- for roads, X for buildings) [code="c#"]XXXXXXXXXXTX XX[/code] having cities like [code="c#
The key point with armors is that they limit your movements. And only experienced warriors could wear them without being hindered. A low level warrior in full plate will be a jooke to fight, cause he won't move fast, can't retaliate effectively, can lose balance really easily and above all will become exhausted really really fast.
I think it represents the value of goods transported. And a big city creates more goods than a small one, thus the percentage.
The city spam will become a must, I think. And the strategy where you get a few cities won't be really doable. Why ? Because each city in your kingdom gives gold, food and every other resource bonus. So resources will grow exponentially. Wouldn't it be a better idea to limit cities that gives bonuses to those around ? (if a city is to the other side of the map, why would you get a bonus in food or gold production ?) Just try that : start a game a
[quote who="Raven X" reply="10" id="2423701"] Quoting tesb, reply 3i think it is better to require a city, since there are always settlements around resources (where do the workers + families live? etc. ). I think you have a wrong impression what a city should be. I think it would be good to have a city development tree: Not at all. A City is a home to Lots of people. Even in medieval time periods people often "commuted" to where they worked. Many jobs were purposel
And why not getting bigger ZOC is an army has a lot of men ? ZOC was something missing in civ4. I hated how a unit could pass your defences.
That wouldn't work for your L1 roads : caravans are automatics, and are only created when a road exists.
[quote who="tesb" reply="3" id="2423323"]i think it is better to require a city, since there are always settelments around resources (where do the workers + families live? ect. ). I think you have a wrong impression what a city should be. I think it would be good to have a city development tree: -mining settelments -population / administration centers (trade /sea trade) -military garrisons / castels -outposts -minor communities
[quote who="Ephafn" reply="14" id="2422853"]Is it me or many people understood that "monolitic armies" = "armies with a maximum number of troop"? (When reading the title, I though that "monolitic armies" = "stacks of doom".) If I understand the original post correctly, you are asking for reasons to mix strong and weak troups in the same armies. Historically, I guess that the reason such armies (knights and peasants) existed was that it was the best armies their so
I like that idea. I am playing capoeira for 8 years, and one thnig that martial art has taught me is the fact that, even if you become a bit more stronger, get more stamina, you get better at using less and less energy to achieve difficult moves. When you learn how to fight, you get a few more hit points and stamina. But above all, you learn how to use less energy for difficult movements, you learn how to keep balance while you're striking. When you get better at it, you can c
I totally agree with you. Being forced to build a town for harvesting crops or building a mine will lead to strange behaviors. The only thing i'd like to be added is the possibility to create roads to those special locations.
I thought of a simple solution : waypoints. You create waypoint with some proper UI (you click somewhere, add a name) and that waypoint would appear in the list of places where the road can end (and not just cities). And +1 for "intelligent" roads, that will search for nearby roads before starting building.
Or you could add special locations like fortresses or mage tower or things like that to be able to be connected to the network (their names would appear on the "town list").
And what about a combat mission style ? You give orders to your troops, then the next minute of battle is calculated (with real-time calculations, ballistics etc.) then after a minute the game pauses and you can select orders like advance, run, assault, hide, advance with caution, take cover, support another, suppression fire, etc. PS: a link to combat mission : http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=60&Itemid=100
[quote]* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.[/quote] Automatic things would be a bad choice : with something as improtant as caravan, I need to be able to draw exactly where they must pass. Then a simple system would be that you don't create workers, but just draw the roads. Some rules to avoid str
Maybe changing the asset of a citiy that has free tiles would be a good idea (anyway you can see how many tiles are free when you select a city, but it's very tiny)