Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ivefan

Pages: 1 ... 67 68 [69] 70 71 ... 153
1021
In game terms, it would be nice to have the challenge of actually forcing your low-lvl-crap-troops forward hard enough so they overwhelm the elite enemy without breaking.

No problem! Just make it more attractive to run through the enemy than away from them like... Having a horde of hungry ghouls behind them.
True, a sword in the gut kills you just as surely as being eaten alive, but i think theres something more attractive with the sword.

1022
rulers choose what foods to harvest, etc, and you only become involved if a) you are destroying the source of enemy food, or b) you come to command army/rule civ, but even in b), you will only make 'high level' decisions about food sources and the like, not specific decisions about places, workers, etc.

I have just thrown in salt...

simply let the player rule by decrees and so only decide upon the percentage of the arable land thats available for farming and if its for basic or good foods.
keep in mind that while basic foods usually only takes a season to harvest, cattle takes time to get a large enough heard and fruit trees takes time to grow.

let salt increase storage time and trade distance of meats.

Yes, definitely - a la 300 (or similar), small elite forces should be more than able to survive against many times their number of poorly equipped/trained/led foes.
Depends, if there's enough people it can become a stampede instead. And in that case it does not matter if the foes in front does not want to die, the mass just can't stop.
The roman soldier would be the best to sustain an assault like that, and while pikemen might keep them at bay for longer, as soon as they're past the pikes its bad.
Basically, the situation 10 vs 100 is worse than 1 vs 10.

1023
Other Games / Re: Terraria - 1.1 released!
« on: December 31, 2011, 09:04:09 am »
You could do that, but IMO, it's tedious, and with a grappling hook and a small pool of water where the hellevator ends, it is rendered obsolete.
Well derp, my hellevator is 4 blocks wide with obsidian blocks wall and back wall :P

1024
Other Games / Re: Terraria - 1.1 released!
« on: December 31, 2011, 07:22:13 am »
And never, ever put wooden platforms within your hellevator, especially if you don't have a Lucky Horseshoe, because that will render your hellevator useless.
Or you make it wider than 2 blocks and just place platforms on one side?

1025
Other Games / Re: Terraria - 1.1 released!
« on: December 31, 2011, 06:07:08 am »
Then I discovered the "highway to hell" my friend had been digging - a path, as straight as he could manage, heading straight down to hell.
That would be a 'hellevator', a most useful addition to any map.
making stops on the different layers for easy access.

1026
Crop cycles etc - I am going to put in seasons, so I suppose that will effect crops etc! Hmm. I'll have to think a bit more about exactly how to program that one...
I guess you'll abstract the farming so that no specific type of crop is selected which means that the harvest time should be averaged over a time.
Say that crops is harvested and delivered during all of autumn. Although i've forgotten how to to the math for it and the name in English, Take the total crops yield, spread it out over all of autumn starting and finishing with a low yield while it peaks during mid-autumn.
Well, This is just for a temperate climate area, which means that if you're going to implement tropical or warm climates you're going to have to increase the harvest time and yield due to multiple harvests.

thanks for all the great ideas, anyway :).

I'm full of ideas and inspiration, I just dont have an outlet. :(

1027
marble and stone for construction; gold for wealth generation
Marble is also wealth rather than common construction material and either go for precious resources as a common term or include silver, gold and gems(sub-categorized or not).

As cities only appear in areas with sufficient resources, any city is at least going to have stone and wood and construction, and something to make weapons from, as a bare minimum.
Humans(your fantasy civilizations is what you make of em) is adaptive, as long as there's water and food they can be almost anywhere, so its just building materials that is a qualifier for settlements.
Bare minimums;
One construction material; Wood, Clay or Stone.
Water.
Source of food; Herds, Agriculture or fishing.

Also consider two rounds of settlement generation, Old settlements that had all requirements from the start, and new settlements that traded for the necessities but have an abundance of other resources or a special resource.

Weapon materials is anything from bone and stone to copper and steel. Simply consider that any currently existing city would either had materials from the start or would have traded for it to stay competitive. If they had not, they would have been conquered.

caravans are actually a pretty early NPC priority, both for the player to trade with, and for cities to trade between themselves, allowing an easy point of attack when trying to starve an empire out, or similar!
Caravans is more important to the small time bandit or warlord than the would-be conqueror. Starving a city while not actively sieging it would be to lay waste to farmlands.
Which makes me think of another point, that is crop cycles and harvest time when the farmers bring their yield to the city.

1028
Hmmm. I see what you mean. I'm not sure how resources are going to work yet; I don't want anything AoE-esque, where you need to (or need to be in a city that does it for you) gather wood, iron, etc - but at the same time, there obviously needs to be a limit on the amount of tempered steel you can make weapons from. I suspect I will end up deploying a resources system, but one that is primarily under-the-hood, and the player only has interaction at the 'output' end - setting mining priorities, etc. But I think cities will appear in locations that are good in terms of rivers, food, etc, and then they will *develop* according to the military etc resources nearby.
Unless is a oppressive slave city, workforce allocation is not that flexible. Generally you would have an average with its ups and downs due to poor harvests, accidents or similar events.
When generating the world, you should allocate resources to regions with variables such as total amount, recovery rate(water & forest, max possible yield per time unit. A quality score between 1-5 (for unusable, poor, average, good, perfect) to determine trade value and desirability. This would reflect, for example, a marsh wood with fragile wood thats not worth using.
You could also add supernatural traits to the resource such as sentient forests, nature spirits infested waterfalls or leviathan occupied lakes.
Right now i can only think of the more obvious resources; Forest, minerals, water(lake, river, ground water, springs and oases) and arable land.
When all city sites has been designated, it should check the adjacent ones and examine their resources to determine imports and exports. Say that only one city in the region has abundant arable land, then this city would probably expand its agricultural industry to sell food to the nearby cities as long as those has something that the farmtown wants/needs and this would in turn increase the population growth potential of the trade partner.
TL;DL Every city should end up with the following resource variables; extraction amount and potential, city consumption(local and trade agreements) and excess(what you can buy as an outsider)

1029
Other Games / Re: Terraria - 1.1 released!
« on: December 23, 2011, 04:22:54 am »
You can make nice blue stonecrafts and structures with it.

1030
Other Games / Re: Gifting The Humble Bundle 3 Steam key
« on: December 21, 2011, 07:37:50 am »
Yay, thanks.
Now I shall do like New Guy and stand aside and give my endorsement to this thread

1031
Other Games / Re: Gifting The Humble Bundle 3 Steam key
« on: December 21, 2011, 07:28:30 am »
Meeee

1032
Other Games / Re: Gifting The Humble Bundle 3 Steam key
« on: December 21, 2011, 07:24:31 am »
No i provide the Giveawaz and make it possible but peoples enthousiasm encourages me
Don't underestimate the power of free stuffs :P
Well, around here it's actually appreciation rather than greed

1033
Other Games / Re: Gifting The Humble Bundle 3 Steam key
« on: December 21, 2011, 07:21:25 am »
thanks for supporting this giveaway
Isn't it you that is supporting rather? :P

1034
I loved this idea too. Industrial settlements could get a lot of trade agreements from other city and also make it a commercial settlement. Militaristic settlements could be aggressive and attack settlements with a high commercial and industrial score to support their armies. Religious settlements could attack settlements with low religion score and high science score and make it more religious.
On this i guess there is a need for abstraction, else all the different kinds of social structures would need a lot of planning, analyzing and coding.
Consider this; A commercial settlement depends on other settlements to develop, thus the other settlements need to be generated first as the C.Set would probably be developed on a crossroads between other cities that do trade and have desirable resources.
Basically, unless abstracted, every city would need to examine the available resources, such as minerals, fertile ground, forests, strategical value.
How did it develop? Serfdom, slavery, freemen? Mercantile or free trade?

Religious settlements could attack settlements with low religion score and high science score and make it more religious.
Depending on URR's take on gods(divine dictating vs clergy politics), unless a theocracy wishes to expand and conquer, they rarely engage in hostile activities unless theres unrest at home. Whats better than a holy war for eternal glory to help those pesky plebs forget about the high taxes?
And i assume that this is a standard fantasy world, meaning that a science attribute is rather mislabeling. Technological advance would be to have sewers, aquaducts, irrigation and such things, rather than the Christianity vs free thinkers that you seem to envision.

URR, If you have time and interest, i suggest reading Malazan books of the fallen series by Stephen erikson http://en.wikipedia.org/wiki/Steven_Erikson
Its a good source for ideas.

1035
Other Games / Re: AI War: Fleet Command giveaway
« on: December 19, 2011, 08:33:07 pm »
I'm in. Just need to find someone to play with.

Pages: 1 ... 67 68 [69] 70 71 ... 153