Well, for research, yeah, I was thinking that the tower/temple would have a
number of skills to "research" when activated by the player somehow. Maybe
gold or something.
The building would add a random point amount every round till the research
threshold is met, and that would then allow the skill to be possessed by the
building.
So, maybe like Pyromancy could be researched, and the tower would learn how to
produce pyromancers . It might also enhance a towers defensive or offensive
spell casting.
Maybe instead of gold some other resource could be gathered to allow for
research, like mana crystals or something. Not really quite sure yet.
Not sure how to do it with the temple either. As for other research things,
maybe the library in the castle could research better agriculture methods
increasing output of a farm, and things of that nature. It would most likely be
activated with enough gold, and might actually involve a tech tree, but that
might be more then I can chew on.
The construction idea sounds good, but I wonder how the AI will handle it. I
always had those caravans die when delivering money, because they would just
take up space. With builders, the Ai might keep building them, regardless of
need. There could be a limit, but that would mean if all builders are dead
from a city, the player orAI was done in for an easy kill.
Maybe they would die after a certain amount of work was accomplished by them,
so the computer wont have an army of them hanging around ...
al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak Claassen
Sent: Wednesday, March 08, 2017 6:59 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: tThoughts on warlords...
I think the game slows down or crashes over time when there are a lot
of units, or that's what used to happen to me in the allies and axes
map on warlords, but maybe that issue has been fixed since, I haven't
played a map like that in quite a while. The research thing sounds
interesting, how would you do it though? Would it add skills to summon
new units to the building doing the research? As for construction, you
could maybe summon a construction site, which would need certain
amounts of resources which would need to be delivered to it, then it
could start construction which could take a number of turns to
complete. Or maybe instead of it taking a fixed amount of turns it
could need a certain number of points which gets added every time a
worker unit uses a certain skill (something like build) on it. That
way the more workers you had working on it the faster it would be
completed.
I can imagine every single unit announcing losing supplies each round
would be annoying. I wonder if we could convince Ian or someone to
work on tb again just temporarily, just to fix the bugs and maybe add
a few minor things.
On 3/7/17, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
After testing with spplies being consumed each round...the game announces
all of it, even with the silence changes flag in place. I have a feeling
that would be a seriously distracting thing...
I do like the idea of different units consumeing different amounts of
supplies. I will definitely do that if the ilence change thing gets
fixed...or I just have to use thesupplies as part of an attack or power
cost.
I wonder why tht happens...
Yes, supplies are meant to indicate a number of resources in one. Food
being one, but also wood, metal and the like. Trying to involve the
different resourcs to be delivered to a unit did not work out that well.
When it comes to the AI building structures...the ai is ver touchy with
that. Mostly, it builds everything on top of each other or as near as it's
originating point. It is why I had created those martial fields terrain to
make sure the ai gives itself room. The reason for the room, is because for
some reason the ai will not be able to summon a unit onto a tile with a
structure or unit on it that is from a different and enemy team indicated
in it's unit file.
So for example, if I am the player, and my orcs are the good team, if I
try to summon an orc unit onto another already present orc unit, the game
will not allow it, because the original orc team is from the evil team. Hope
I sxplained that right...
But I was thinking along the same lines when it comes to summoning
structures. The city would be able to summon peasants, or whatever, that
could only build their structures ontoterrain indicated for that
structure...so a lumberyard had to be in a forest, stone quarry on a hill,
etc and so forth.
When it comes to walls and gates, I like that idea, but it would take
special terrain to keep the walls and gates enough away to summon units.
So a special engineer unit might work for players to do that kind of thing,
adding in the supplies for such, and that could be fun. The AI would not
be able to use it properly, unless maybe some kind of terrain was place
ahead of time.So yeah, I think this is doable to a certain degree.
Taking time to build structures is something I had not thought of. How would
hat work? Would someone have to keep dumpng resources into it's
construction, to build in stages or would it just build over time with the
initial resource output? Then again, thre would be no resources for the base
structures...maybe just gold to start the basic ones and resources to build
better versions?
Another thought I had was having a city build a castle, and that castle
holds the creation of warlords. It would remove the embassy.
So it would handle the buying of warlords from same alighned factions.
I also thought maybe the castle would have a library, which could research
things. Like better ways to produce ood, or artillery units not normally
allowed by that faction, etc and so forth.
This also led me to think maybe some kind of research could be had for the
towers and temples. Maybe building different type mages or magics, making
more then one type available over time.
Likewise with the temple.
Do you think that is a god idea, the research? Or would it bog down the
player? I get torn between a player havng immediate action so as not to be
bored, and having a player build and wait. Especially when some people do
have issues with the game slowing down or crashing after a certain amount of
time...although I haven’t seen that problemin a while myself.
Thanks for the input guys. I am jotting down the walls and gates,
engineers, and different supply costs for different units...hopefully that
situation can get resolved...Maybe warehouses , or grain bins can be made
to kind of help facilitate creating supply lines. Maybe excess resources can
be dumped in these bins for future military pushes into a salient or
something.
al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak Claassen
Sent: Tuesday, March 07, 2017 10:35 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: tThoughts on warlords...
I like the idea of walls, and maybe gates too. It would bring more
strategy into the game. A problem I just thought of, I don't think it
would be possible to get the AI to use all of this correctly. They
might just block themselves in with walls or something like that. But
you could probably work around it by giving the AI there buildings
from the beginning of the map and not allow them to build more. Or
maybe have them only buildable on special terrain types, I think that
could work as well.
On 3/7/17, Luke Andrews <brailleluke@xxxxxxxxx> wrote:
Although It wouldn't be a problem for some infantry, artillery, monsters,
archers, spell casters and other units of that nature often last longer,
also while travelling to the battle ground it would be a great addition
to
have supplies which would need to be sent to the marching troops. I like
your idea about construction of buildings, it would make the game more
strategic since you would want to build closer. Perhaps having buildable
walls would also be fun, I don't know much about how that would throw off
the balance of the game but If you needed resources to build them it
would
give the game a nice feel.
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak Claassen
Sent: Tuesday, 7 March 2017 5:16 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: tThoughts on warlords...
I'm assuming the supply point is meant to simulate the unit needing food?
Then losing one per round would be more realistic. Even though maps most
often last longer than 20 rounds, individual units rarely if ever do, so
it
shouldn't be a issue. In fact, it might be too much since you would then
almost never need to resupply units. I guess it would also be more
interesting if different units lose food at different rates, for example
cavalry losing it faster since they need to feed the mount and the rider.
Maybe make it so the food producing building can send supplies to the
units
directly without passing through your city first; that way you could
build
it further out to resupply them more easily. I was also thinking, instead
of
having the city able to summon buildings, rather create worker units able
to
build the structures anywhere. They could maybe summon a construction
site
or something similar, which would turn into the building after a certain
number of rounds or after receiving enough supplies, or both.
Then would, stone, metal or which ever similar resources you include
could
be used for building construction.
On 3/5/17, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
I was just wanting to ask an opinion...
The plan was to have various structures create resources. These
different resources, wood, metal and food, would be sent to the city,
where it would create supply wagons to send the generic supply to other
units.
My thought was that a unit with a supply point would then need to
expend that point. Is it better to have that supply get subtracted
every round, or is it better to have that supply point used when an
attack is made?
I was thinking units would start with 20 supplies.
Any thoughts?
The only real concern about supplies in a general sense is that some
maps wil feature short skirmishes that might last longer then twenty
rounds, but that would mean everyone had to have a supply wagon on
hand regardless. This seems clunky to me, but more short maps were
asked for, so this is a concern.
Especially when it comes to the boats. I do plan on some units having
forage so they don't need supply wagons, but the majority wont.
I don't know. I just need some input on this if anyone has the time.
al
"The truth will make you free"
Jesus Christ of Nazareth 33AD
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