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Messages - orzelek

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1
I've been thinking about this more, and I've actually got what I think is a much better model all around.  This is going to change the game a lot, but is going to be back to more original intent, but also without some of the complexity of things like a crime system.

Do I understand correctly that you are implementing it now?

2
I think that with woes etc actual getting to the end can be only winning condition.

Warfare points would simply show how much chaos you managed to survive :D

3
Skyward Collapse / Re: Skyward Collapse Alpha 0.903
« on: Today at 09:46:34 AM »
I'm not sure if cities should fall faster.
The whole idea of cities being kind of disposable goes against all the strategic games that teach you importance of your cities.

When I'm playing I consider cities something I should not lose. And thats how I plan all my strategies. Thats why game was quite fun at start - you had this large battle going between the cities and you needed to make sure one side doesn't get overrun. If something went badly it was very difficult to save the losing side.

4
Skyward Collapse / Re: Skyward Collapse Alpha 0.902
« on: Today at 04:07:29 AM »
Ok I've read this... and I don't think it will work.

Enemies 3 tiles from town center?
City will be dead before anything ranged gets that close - ergo only melee units needed.
But.. bandits and their fortress needs you to have siege units. So add to that any siege unit that has short range.
Anything else... is only inhibiting your goal of getting your units next to enemy towns.

Compared to this social decay previous Crime mechanic was very favorable.

Atm I don't really see what is the goal of game?
In first iteration (one with crime and score) there were 2 main things for me:
- need to keep balance of military producers on both sides so that crime won't eat you up
- score to judge how "well" you did in that conflict

I understand that game without crime can be heavily cheesed - there is nothing really to force you to produce units. But forcing enemy units close to your towns seems very strange way of enforcing that. I don't see how it would work - I need to force enemies next to my city center and yet figure out something so they won't destroy it. And there is no way to protect the city from that enemies. And you force production of ranged sieges with bandits that can destroy the city without closing to it to distance required to be "useful" in terms of preventing social decay.
What is the intended purpose for cities in the game? Atm I have no idea. Only few potential ideas how to cheese the system come to mind since it seems that I will need to cheese it to play.

PS.
It's possible that this game is simply not for me. But I had much more fun with first alpha than now.

5
Ok this is a big one...
I guess it will wait for weekend for me to actually read all of that proposals and choose some.
I thing that 6 picks might not be enough. This list is quite long :D

6
Skyward Collapse / Re: Player feedback request: Crime removal.
« on: May 13, 2013, 12:10:41 PM »
Going with Mick's idea on the bandits thing, what if we revamped how bandits are spawned?  Right now it's just a global number and bandits appear periodically based on the number, always on new tiles that are coming into the game (aside from the dead forest spawns, which are a different matter).  What if, instead:

1. There was no global "bandit spawn counter."
2. Instead there was a "percent chance of bandit spawn" on each tile on the map.  This starts at 0% and counts up every turn for every tile.
3. Every time a military unit is produced, the bandit spawn counter is reduced a certain amount in a certain radius.
4. If the percent chance gets high enough that a bandit spawns on a tile, then all the tiles within a certain radius of the tile that just got the bandit revert to 0% chance of a bandit for now.


There's a good chance that would be a #$^$& to balance, though...

This sounds... "Fun" +1 from me :)
Coming out with numbers for tiles, growth and reductions per turn would be a bit of work. But with stuff like randomization of starting values per tile it would be a good alternative to current crime mechanics.

@Penumbra:
This system is not directly about more military = less bandits. It's all about location - you would have safe and dangerous areas depending on where is your military created.

7
I seen this kind of mechanic in some TD games. It always makes things "interesting".

8
Skyward Collapse / Re: Skyward Collapse Alpha 0.812
« on: May 10, 2013, 07:53:53 PM »
Crime rates are +3/+4/+5 if I remember correctly.  2 military producers should be plenty to hold even the Norse towns  (+25 over 5 turns vs -30 for 2 producers every 5 turns).

In my current game it's running at 8 per turn in round 3. This gives 3 producers only 5% operating margin. And this is on medium difficulty.

9
Skyward Collapse / Re: Skyward Collapse Alpha 0.812
« on: May 10, 2013, 05:51:10 PM »
100% crime is supposed to turn only one building at a time to yellow in the previous patches, with the town-centre being last. Has it broken this time?

Gods will only move towards their token if it is within their sight range, AFAIK... So, at present you can't move it to the other side of an enemy town and hope that he trashes it completely.

Due to some buildings being destroyed by surprise (no idea how in places - deep inside faction territory) I had crime of 100% percent in quite a few towns. I didn't notice any buildings turning yellow. It is possible they were going to white flag state actually. That would explain the "damages". There is a sneaky crime rate increase between rounds and towns with 2 military producers were unable to keep up with crime rate (Norse side mainly - slower production).
I'm pretty sure that with current crime rate Norse will be barely playable on Hard/Extreme in later rounds. It seems that 3 unit producers will be required per town and you will have problems with keeping up with economy. Unless you make tons of siege workshops which produce faster apparently.

Token for the god was outside his sight range. So thats why he did not go there - good to know. Any idea if this is a bug or not?

10
Skyward Collapse / Re: Skyward Collapse Alpha 0.812
« on: May 10, 2013, 05:32:25 PM »
Also as it was already noticed in other thread - 100% crime doesn't change towns to banditry.
Mantis with save here:
http://www.arcengames.com/mantisbt/view.php?id=11440

Second thing (not mantised yet):
Should Ullr move to it's bone immediately?
I placed the bone and it stayed on map for 5 turns but Ullr did not move a bit. It's possible he preferred to shoot at enemies instead. If he should move then it can be reproduced on save attached to issue above. Need to place the bone near that Greek city with crime.

11
AI War / Re: Guardian numbers
« on: May 10, 2013, 05:23:56 AM »
I sense evil plan to fix the 10/10 bug.
And curb the champions flying around a bit. Wrong type of guardian = dead champion.

12
Skyward Collapse / Re: Why??!!
« on: May 09, 2013, 07:26:32 PM »
I've seen this bug as well.  I dont have a save for you though, unfortunately.

It randomly chose a tile and wouldnt let me break it, for no apparent reason.... but 5 or so turns later (with no real change to the map, just tiles appearing on the outer edges) it stopped doing it, and I was able to break the tile.

There is a rule that tiles can't "hang" currently. At least not by your own smiting. Thats what I think is preventing smiting them although message is a bit strange and thats the actual bug.

13
Skyward Collapse / Re: Siege units - what are they good for?
« on: May 09, 2013, 06:52:42 PM »
Thats a ton of wasted slots... it might be difficult especially on expert.
Trick is that you actually need only 1 of schools in whole world and then university in each town :D

14
Skyward Collapse / Re: Crime...
« on: May 09, 2013, 06:50:43 PM »
Hmm if after reaching 100% crime in town it's buildings did not start going to bandit side.... then you found yourself a bug.
Drop it on mantis with a save :)

15
Skyward Collapse / Re: Skyward Collapse Alpha 0.806
« on: May 09, 2013, 05:13:20 PM »
That Eldhirimnir got me to stop playing for now. Thats a situation that can't be balanced in any way  8)

PS
Why item names need to be so.. hard to remember and write into post? ;)

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