I'm glad people like my idea. I like the situational tech thing too based on starting area and your ingame actions. That could influence what projects your researchers come up with for you to pursue. I think it would be ok if there was some randomness. Like you wanted to research archery and your researchers came up with 3 possible paths say long bows, fire arrows, and barbed heads but they didn't see the path of recurve bows. But it's not ok to me if I say ok pursue the long bow project that
Sarudak
I really don't like the idea of taking away the players ability to select research. I know there's some realism but playing a game like this is about selecting your own path not having it selected for you. Selecting the research paths you take is surely no less realistic then selecting your culture or the traits you (the sovereign) were born with.
I have alot of innovative ideas. Although I can't speak to how well all of them would work, personally I think they're pretty awesome. I also would like to see a change to how elemental handles cities. I really don't like it at all. I think my dream is some way to make a hybrid comprimise between the province model used in something like dominions and the traditional civ city model.
Ok tech idea. What if Techs were divided up into two major categories: 1. Tech Fields - The theory - Tech Fields don't actually unlock specific technologies (except maybe accidentally but I don't know if I'd like that entirely. Research into tech fields is more or general knowledge. It represents your scientists/philosophers/smart guys gathering and recording information, having philosophical discussions, analyzing recorded data on a certain subject, possibly even just teaching people
It's very true. Like how do we judge unit design before tactical battles?
Are resources going to have a quantity in game then? So you can have stockpiles and stuff? I hope so. And read my thread if you guys haven't already firmly decided on a system.
You can also guide a factions path with what resources it has availible. Give Rohan horses (maybe high quality horses). Maybe have special resources to represent cities that train a sort of legendary warrior unit.
My big question (and my general worry for strongly thematic mods) is how will you handle unit design? The ability to design your own units makes it seem like it would be very difficult to get players to use the kind of units they're supposed to use. What prevents the Rohirrim from forming a primarily infantry based army?
From frogboy's last journal though it looks like they already have a pretty good idea of how the economic system is going to work.
[quote who="Demiansky" reply="110" id="2425963"] Lol, sorry I missed it, the way it was worded led me to think you meant something else. Yes, the modding potentials of this method are very large indeed. And as pidgeon mentioned, magic resistances can be made to work with spells and spell resistance too. A spell might have a "fire damage" "box trait" that specifies what kind of damage the spell is doing. Conversely, a unit might have the "fire resistance
[quote who="pigeonpigeon" reply="108" id="2425810"]That seems like a pretty good solution, Demiansky, I like it. Edit: credit where credit is due. I just noticed that Sarudak had a very similar idea earlier in the thread that I somehow missed.[/quote] Lol thank you... No one took notice of my idea. The key point is I want these abilities to be customizable with scripts. Something similar to like what you can do in Battle For Wesnoth. Because there's no way
I don't see the update... [e digicons]8C[/e]
No. A decay is an arbitrary artificial limitation that would only be needed if the resource balance was poorly defined. Resources should be in a constant state of scarcity. It takes people working the mines to produce iron. If you are building up ridiculous stockpiles of iron and not using it up then you are not managing your production capacity correctly. Those miners should be set to doing something else or you need to apply more production to the parts of your economy that are supposed to
[quote who="VicenteC" reply="9" id="2425080"] quoting post Resources are finite in quantity (not on the whole map just the amount you have at any one time). One question: resources shipped count to the total you can have at any one time?[/quote] No. There is not limit to how much you *can* have at any one time. There is a limit to the amount you *do* have at any one time. That is the amount of a certain resource you have is always a discrete quantifiable number.</
Um. I was thinking infinite for simplicity... You could also have storage based on city size.
Resources would be distributed evenly to each token the system would automatically attempt to have each token have an equal piece of the total of that resource owned by your empire. (So with 7 tokens of iron distributed each token would get 1/7th of the total supply of iron resource in your empire) This item means that there is storage. The system will try to automatically ensure that each token represents an equal level of stockpile. So if
I imagine there would be a way to give units special properties in battle. (I really hope) So if you wanted to have a giant lumbering hulk of a creature you could do something like add an ability that specifically reduces the rate of attack to say half or one fifth the usual based on the units strength. Or maybe alternatively you could add an ability that divides all damage done to the unit by 5 and rounds up. Both would have a similar effect. Please abilities like this
You know what I think this forum really needs is a button for a post for people to flag it as "Hey Stardock should check this out". Then the developers can prioritize which posts to consider...
[quote who="Frogboy" reply="70" id="2424707"] Ouch, so am I correct in assuming that this means a spearman--- having seen 1000 victorious battles and slain 1000 other spearmen--- would gain tons of hitpoints but still only have 1 attack and 1 defense unless he is upgraded with better weapons? It seems a bit counter to one's intuition to the point of being outright bizarre, even as a game mechanic function. I am not sure how the world's best spearmen are taking out a
[quote who="Frogboy" reply="63" id="2424607"]In Elemental, the tank would win 100% of the time against the spearmen because they wouldn't be able to penetrate the tank's armor. Let's use a hypothetical value here: Tank: 50 Attack 25 Defense 20 HP -------- Minimum Defense roll: 2.5 Spearman: 1 attack 1 defense 1 HP 100 Spearmen
I'm still strongly in the finite resources with a more complex model camp. But I also greatly understand the potential micromanagement issues. So here's my proposal. Resources are finite in quantity (not on the whole map just the amount you have at any one time). These resources are required to build any unit that needs them. Resources are shipped automatically by caravan. Resources are processed automatically
Frogboy! HOW DARE YOU!!! You are done! Finished! You'll never work in this town again! My lawyers will be calling you! I'm filing a suit for breach of contract! This! This is COMPLETELY unacceptable!
Yes please formations. It would really add to the game. It may be hard to program realistically but it would be awesome...
Honestly I think the power and expense of roads is underestimated in most games. The ability to move goods and soldiers quickly and safely over most any terrain is a massive advantage. On the other hand building a road is a massive undertaking and maintaining it requires constant effort. Typically that would mean it's the realm of the government to build and maintain because although it benifits everyone the benifit to each individual party is not enough for a singl individual to justify the
THis screenshot is obselete. This was confirmed by BoogieBac.