Yes would definitely want to see this. I'm not a huge rts guy but Supreme Commander was a really good one and had a great implementation of patrol. Would love to be able to set up any path for patrol like you could do in that. Also had a great way of drawing it on the screen so you could see exactly where your units were going.
edpfister
I think you are on to something with this. I think unit design needs more than it currently has (and probably will when it's fully implemented). My main concerns with the current system were special abilities and your idea lets you add things like pathfinding, mountaineering, shield wall, skirmishing or whatever. I like it. I also like the idea of being able to modify your units stats but I would add I would like to see some limits set based on faction. So
[quote]As has been said previously, we do plan to have a variety of fantastical creatures available through some means, but they're going to be "special" and not cannon fodder as a general rule.[/quote] I hope this doesn't mean we will only see fantasic creatures in the end game.
[quote who="Rishkith" reply="18" id="2398350"]I wanted to add to the Sovereign escaping thing because a strategy really bugs me. What is to stop me from using a unit with my sovereign not to attack, but simply antagonize my opponent? Go after caravans knowing that if the AI attacks my sovereign simply flees? Buff up my armies with him that siege the opponent again knowing he simply flees. I'm fine with the sovereign fleeing, but you need to LOSE SOMETHING in order to do
[quote]I'm thinking we need warehouse buildings to stockpile resources and such. It is this value that will be used when constructing units instead of a requiring to have access of the resource at that time. [/quote] I agree, I think we should be getting some x units of mithril a day as long as we own the resource and this should be stored in our stockpiles. When we build our dread knight he would require 20 mithril or whatever and it's drawn from our stockpiles. It's
[quote]You only talk of visual differences, right. You could have "elves" and "orcs" in human shape and still complain? Because if you do, you are only worried of appearences.[/quote] Not talking visual at all actually. I just played MOM last night and picked Draconians as my race. They fly which makes things interesting. My point really is that I like there to be some large differences between kingdoms not just small or subtle ones. Will this game have ba
[quote]I really miss my 4x games. What about Galciv2?[/quote] Yeah, I like Gav Civ 2 a lot but it just never caught me as much as Moo or Moo2. The main reasons I think was the technology (no surprises, no interesting weapons, etc), races (they just weren't very memorable or that different) and space battles (automated). Still the best since those games but still not as good and not something that keeps drawing me back like those did.
My guess would be this is going to be like Armada 2525 with some more depth and nicer graphics. The original came out a long time ago and was the first space 4x game I ever played. It was a fun game that came out before MOO. I remember playing it a lot but can't remember too many details as it was so long ago (1991). I'll definitely give it a try when it comes out. I really miss my 4x games.
The races are also my biggest fear with this game. One of the reasons I am drawn to fantasy games is because of the diversity that you just don't get in real life. I like thinking about how swarms of undisiplined orcs and goblins would fair against the hit and run tactics and expert archers of elves or the sheer size and strength of giants or dragons. It's fine if they want to do something different but it will be unlikely they can capture this large diversity with
One thing I would really like to see with regards to AI is that not all computer players play the same. Have different personalities and add some randomness. I'd personally rather have a game that feels like I'm playing against different humans using different strategies than to play against an "expert" that always uses the optimal path. This is the thing that I think is the biggest problem in game AI right now in general.
I have seen instances where the destination cursor does not draw properly. It happens a lot around water especially. This is my first attempt at using Jing and the web link, hopefully I did it right. http://screencast.com/t/kiApz6ewCr
I might just not be understanding how fertile ground works. From my understanding fertile ground was supposed to allow you to create a city without using essence but when I try to build on it I get a message saying the space is already occupied.
It really sounds like camp #3 is the best of both worlds to me. Camp #2 and Camp #4 are too simple for my tastes. You are throwing out a lot of really cool ideas by going those routes. I like the thought of camp #1 but it just sounds like too much work to have to do. You might want to give it a try but the interface would have to be incredible to not make this a major hassle and turn off a lot of people in my opinion. If you do decide to implement this you m