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Messages - SRombauts

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1
Nice to hear all this. Seems good to me!

Will wait this new version.

2
Skyward Collapse / Re: Skyward Collapse Alpha 0.903
« on: Today at 09:25:42 AM »
Well, in my experience thus far the town lines don't have to be nearly parallel. You have quite a bit of leeway to put enemy towns near one another. So it winds up being more condensed but still a sprawl.
Yes, I tested it, its like you say, but still I find it too difficult to find a right spot to build a new city (too much constraints, I have to do a lot of try, spending too much land tile in the process).

I'm not sure I would want to require walk ability between towns anyhow, as that makes things like flying and mountainwalk less important.
Sure...

I think the only reason that the cities in the back are "unreachable" is because the city (or cities) on the frontline don't crumble very easily.
[...]
Ultimately, I think cities really just need to fall much much MUCH faster than they do. I mean, city flipping shouldn't happen because the game mechanics manipulate you into accidentally doing it. I think city flipping should happen because it's *really really* hard to stop it.
Yes, this it more like it.

3
Skyward Collapse / Re: Skyward Collapse Alpha 0.903
« on: Today at 09:08:43 AM »
Ho ho, savegames from this 0.903 does not seems to be loadable!
I can still load game from before the 0.900, but when I create a knew medium 1 game I am unable to load it back... mantis here:
http://www.arcengames.com/mantisbt/view.php?id=11564

4
Skyward Collapse / Re: Skyward Collapse Alpha 0.903
« on: Today at 08:57:40 AM »
Okay, back to basics! What is the point of all this? To add interesting challenges, and try to remove game abuses.
=> we want to disallow/discourage too far away cities, and game abuse of the kind described by Keith (a continuous line of city running away from the enemy).

But do we really need such artificial and unrealistic mechanisms? How is this fun?

So, I think that what we need here is somehow ways to:
1) forbid building unreachable cities (they shall be attackable by foot)
2) prevent, or forbid, building cities too far away:
.a) from the enemy cities
.b) from the friendly towns
3) punish cities that become unreachable (take care with woes!) with a fast growing crime rate

5
I do like crime rate per city, but not to the point where you really need 3 barracks to each towns, leading to uniformity...

6
Skyward Collapse / Re: Skyward Collapse Alpha 0.903
« on: Today at 08:37:17 AM »
Hum, I prefer this, but it seems to strict: know every game will look the same, with two parallel lines of towns... Not soo fun?!

What about a max distance more like 16? So that we could keep some towns in the background, not too far away.

And add a 'must have a walkable path between all Town Centers'

7
Skyward Collapse / Re: Player feedback request: Crime removal.
« on: May 13, 2013, 02:23:35 PM »
Then, next step will be Bandits capturing the buildings instead of destroying them;

=> When a building reach 0 HP, they could just flip to the yellow flag instead of the white one if there is a bandit around!

I'm exited about this idea :)

8
Skyward Collapse / Re: Player feedback request: Crime removal.
« on: May 13, 2013, 02:20:10 PM »
I believe they already spawned independent of crime. Crime was just something that caused buildings to flip to them.

Oh, yeah, you are right, I remember reading that... now I understand why my last game, yesterday, was having bandits while I was sure having a very low crime rate.

Then the Crime removal will make the whole thing a lot more clear.

9
Skyward Collapse / Re: Player feedback request: Crime removal.
« on: May 13, 2013, 02:13:56 PM »
Okay, that's exactly it:
http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Crime_Free.21

Quote from: x4000
Crime Free!
- The concept of crime has been entirely removed from the game, as it was fiddly and didn't add to fun or strategy at this point.
-- Thanks to Misery for inspiring this change.
- Embassies did contribute to crime previously, so those had to be rethought a bit:
--For each embassy on the map, bandit spawn rates are increased by 1x the base rate. So with one embassy the spawn rates are twice as fast, two embassies are thrice as fast, etc.

Cheers!

10
Skyward Collapse / Re: Player feedback request: Crime removal.
« on: May 13, 2013, 02:06:49 PM »
5. Therefore crime should be removed and nothing put back in its place (woes and bandits kind of fill that niche anyhow).

Thoughts?

So you are thinking of removing the crime rates, but keeping bandits? Then how would you spawn them?

KISS principle!
What I would suggest is  :
- have a fixed/deterministic Base Bandit Spawn Rate (base on current difficulty level and round, like the actual crime rate)
- make it clear, show it on a corner?
- have nothing influence it
- then spawn bandits in any tile based on this Rate, with factor like "dead forest have 8x the base crime rate"

What do you think?

edit: so I agree on removing the Crime Rate, but still spawn bandits, they add a lot to the fun when you have to deal with them!

11
Skyward Collapse / Re: Skyward Collapse Alpha 0.812
« on: May 12, 2013, 12:09:44 PM »
Hi all, just to point out a big bug referenced on Mantis by 5 people :
http://www.arcengames.com/mantisbt/view.php?id=11471 : [God][Skadi]Norse can't make ranged units while skadi(God) is active

The irony of it is that Skadi should give you free archer, but in fact stop your archery from working.

This one is kind of a show stopper when you encounter it, but I'll take it as an intended Woe ;) !

Cheers!

12
Skyward Collapse / Re: Skyward Collapse Teaser Mini-Trailer
« on: May 11, 2013, 06:49:26 AM »
I did this to share it in the forum of the best french video game newspaper (real printed one!), humorously called "Canard PC". They really loved AI War and fairly tested Tidalis and AVWW 1&2, so I'm sure they will do a test of Skyward Collapse when it will be released.

So, here it is :
http://forum.canardpc.com/threads/78900-Skyward-Collapse-le-God-Game-4X-au-tour-par-tour-d-Arcen-%28AI-War-Fleet-Command%29?p=6649185#post6649185

13
Skyward Collapse / Re: Skyward Collapse Alpha 0.812
« on: May 11, 2013, 06:43:55 AM »
think about your "woes"; you'll need it. :D

By the way, "woes" is not a common English world, at least not in geek and video games vocabulary I know;
"Cataclysms", "Catastrophes", and many others would undoubtedly be more understandable for strangers like me...

14
Skyward Collapse / Re: Skyward Collapse Teaser Mini-Trailer
« on: May 11, 2013, 06:08:04 AM »
I really like this mini-trailer, I will share it here in France!

Thus I traduced it to French, and here it is:

Comment équilibrer une guerre entre villes sans laisser un camp oblitérer l'autre ? Comment régner sur des dieux, des créatures et des hommes qui refusent de vous obéir ? Comment construire des villages florissants sous la menace permanente de bandits et de pouvoirs mythologiques ? Skyward Collapse vous place dans le rôle du Créateur et vous laisse gérer ces problèmes à votre manière. Produit pour vous par le développeur du désormais classique jeux de stratégie moderne "AI War: Fleet Command", ce second jeux de stratégie d'Arcen Games est tout aussi unique (mais bien plus facile à apprendre) : un god-game 4X de stratégie au tour par tour.

Votre tâche est de construire et peupler le continent flottant de Luminith. Vous pouvez créer (mais pas contrôler) des dieux, des créatures et des artefacts des mythologies Grecques et Nordiques. Le pouvoir que vous exercez avec ceux-ci est immense. (Par exemple, la corne d'Heimdall's fait tomber raide mort tous ceux qui se tiennent dehors.)  Votre tâche est de conserver chaque faction en vie jusqu'à ce que Le Maître vous rappelle à la maison - mais c'est plus dur qu'il n'y paraît. Les bandits, ainsi que des catastrophes périodiques ajoutent à la variété des challenges auxquels vous devrez faire face dans le jeu. Chaque partie se déroule complètement différemment et vous aurez besoin des plus idiots de vos pouvoirs pour survivre à ce qui se trouve en stock pour vous.

Caractéristiques du jeux
- Un jeux de simulation divine (god-game) stratégique au tour par tour où vous ne contrôlez aucune faction, mais devez vous efforcer de maintenir l'équilibre du pouvoir.
- Faire des ville, du commerce, de la diplomatie et la guerre pendant que le plateau de jeu, véritable continent flottant, se construit autour de vous.
- Persuader vos serviteurs de faire ce que vous souhaiter par l'incitation et en contrôlant les bâtiments et les ressources à leur disposition.
- 16 dieux, chacun avec des capacités passives et trois pouvoirs actifs, vous aident à poursuivre vos objectifs lorsque vous passerez dans l'Age des Monstres.
- Faites monter votre profil en gagnant des parties. Douze bâtiments liés à débloquer au total !
- Des contrôles évidents associés à une interface intuitive et pratique font de ceci un titre facile à prendre en main... mais à la stratégie profonde.
- Plusieurs niveaux de difficultés vous permettent de jouer des parties tranquilles à très difficiles. Il n'existe pas une unique manière de gagner !
- Multijoueur coopératif planifiée pour la version 1.0 (mais non disponible en début de bêta).

Lancement sur Steam le 23 mai !

15
Skyward Collapse / Re: Skyward Collapse Alpha 0.811
« on: May 10, 2013, 01:48:42 PM »
Edit: Now reported :)

Mantis link: http://www.arcengames.com/mantisbt/view.php?id=11438 : Buildings not coming back online

Ok, it is systematic (reproduced with the first white building)

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