So basically the whole economy will be based on global resources in the vanilla game. I have some serious issues with this [..and I am not alone I guess], but ah well.
Tormy-
[quote who="John_Hughes" reply="143" id="2582401"] How do I justify, in any logical manner, other than total suspension of disbelief, that I get a my Mounted Peasant Guy with a sword, riding out of Town 2 after X # of turns just because Town 1 has aquired the required GLOBAL resources? [/quote] Good question. [quote who="John_Hughes" reply="143" id="2582401"] Does the whole "how did that stuff get there" get added into the X # of turns required t
[quote who="Tridus" reply="141" id="2582358"] Quoting Tormy-, reply 140 Hm...so what is stored locally in that case? Weapons and armors only? Caravans won't be very important strategically in this case. Once the game is released, we will need to work on a mod, which turns specific resources -like rare ores- into local resources...too bad that I cannot code. Are those stored at all? It looks like they're just made on demand, when you say
You can mod in stuff like these. ;)
[quote who="Jafo" reply="6" id="2582286"]strager....please do not use text editors/word processors to input/type comments. 2 pages of junk html broke this thread. [/quote] Oh, so that's why I haven't seen anything in this topic, when I opened it in IE8. Firefox had no problems with it. Weird..[e digicons]o_O[/e]
[quote who="Tasunke" reply="68" id="2582304"]Sure ... 4 attacks per turn, instead of one, yet the back 2 have a 50% penalty to attack simply due to the space-time restrictions, as well as one prain focusing on all 4 weapons, while it might only be a little smarter than a human. [/quote] Just a note: Creatures like this should be able to attack multiple units in the same time.
[quote who="Tasunke" reply="139" id="2582301"]Your unobtainium or Adamantium or Iron (as the case may be) is "currently" stored globally. [/quote] Hm...so what is stored locally in that case? Weapons and armors only? [e digicons]o_O[/e] Caravans won't be very important strategically in this case. Once the game is released, we will need to work on a mod, which turns specific resources -like rare ores- into local resources...too bad that I cannot code. :| &n
[quote who="Myles" reply="9" id="2582252"] Quoting Tormy-, reply 8 Quoting Myles, reply 7There's some decent graphics packs out there. They don't make it king's bounty(lol @ hortz), but at least it's not ascii anymore. Actually 'til gfx and text won't be separated in the engine...it's impossible to make proper gfx packs. I don't know what you define as a 'proper' gfx pack, but I'm not looking at ascii anymore, and that's plenty pro
[quote who="Tridus" reply="136" id="2582238"] Quoting Tormy-, reply 135 Only the most common resources should be global, like food + iron. I say it again...rare ores -for example- must be a local resource...else the economy system will be dumbed down into oblivion. So your one iron mine can produce global iron, but your one unobtanium mine can only produce local unobtanium? Now you're just adding confusion. Rare stuff is rare becau
[quote who="Myles" reply="7" id="2582097"]There's some decent graphics packs out there. They don't make it king's bounty(lol @ hortz), but at least it's not ascii anymore. [/quote] Actually 'til gfx and text won't be separated in the engine...it's impossible to make proper gfx packs.
[quote who="Sir_Linque" reply="134" id="2582180"] Quoting RisingLegend, reply 131 I just think that if we don't have per city stockpiling and instead go for global stockpiling for everything, then caravans, which almost everyone has said is a great idea (in fact, I haven't heard anyone say they want them abolished) won't have any purpose anymore other than random boosts to income or some other abstraction. That's what I want to get away from, random % boosts t
[quote who="Wintersong" reply="62" id="2581653"] quoting post This hasn't been discussed in awhile but I figured I'd let you know how things are being implemented Off topic but... two weapon fighting to be considered or to be modded? Two swords, two daggers, two sticks, two trees*... * hey, ogres surely can [/quote] It must be possible to equip a creature with more weapons. Also...why limit it to 2 weapons? This is a fantasy
Indeed, and wow! The new material system is kinda weird with regard to weapon damages vs. armors...as I read the official forum, it looks like that other players also found it weird or bugged. Either way, off to play! :D
[quote who="Tamren" reply="55" id="2580793"] Quoting Tormy-, reply 53 Yet another very simplistic and trivial example. You lads are talking about the "secondary effects" of a given spell. We are talking about magic schools here. Tormy I get the impression that you want EWM to include the Same Old Crap or else its not going to stack up to its predecessors. You want to be able to say "Fire beats Ice, this is Truth". Hard counters between whole s
Argh...oh well. [e digicons]8|[/e]
[quote who="Tamren" reply="51" id="2580646"] Quoting Iselwin, reply 47 The same goes for spells. If I chose fireball over iceball for the sole reason it suit the target element best, you are doing it wrong. They should be fundamentally different. Agreed. For instance, fireballs and iceballs are different because one is hot, and another is cold. This means you could use an iceball in combat without causing a forest fire. By the same logic you can al
[quote who="Tridus" reply="126" id="2580354"] Once you automate it enough that it's no longer annoying (swords get sent everywhere automatically beofre they're needed), it also no longer serves any purpose as a mechanic and can be removed outright without affecting the game. [/quote] I think it's clear, that you haven't played with a game which had a local resource system. Even if you automate it [it's a must have feature of course, if a system like that goes live], the game
The new version has been released! It looks like that the official site is down, because of the huge traffic, but here is the torrent link: http://brage.info/~svein/df_31_01.zip.torrent PS. Wow. and the version number is 0.31, which means that only 31% of the v1.0 features have been implemented so far...[e digicons]:omg:[/e]
[quote who="Aractain" reply="123" id="2580334"] Clearly if you were going to design a system like that, you setup automation systems. See Anno 1404. The very next line. Read much? if you have everything automated anyway - what is benifit of the micro? [/quote] You can't be serious. Local vs. global resources = very different strategical and tactical options. Automated or not, you gotta make different choices. Like where should I
[quote who="Aractain" reply="121" id="2580305"] Quoting RisingLegend, reply 116 *Click on "Outlying City B", click on resources, click request X amount of iron swords* Do you consider this micromanagement, truly? While my post was clearly not serious in its hostility, that is definatley micro - If you have 100 citys. And you have to do that every 3 turns.[/quote] Erm...do you ever heard about automatization
[quote who="Myles" reply="109" id="2579970"] Quoting RisingLegend, reply 108 Yea, this is why I was so excited about the "everything is a resource" aspect of camp 1 in the internal debate. Because back then, with per city stockpiling as well, outlying cities wouldn't have to necessarily have the infrastructure to build swords, but swords could be shipped in from cities that do have that infrastructure. The possibilities for strategy are endless with this sort
[quote who="Iselwin" reply="47" id="2580186"]/Your mage can cast 2 spells: Iceball and fireball. The target is a fire elemental. Which spell your mage should cast? Magic school / element vs. magic school / element "counters" like these must be in the game, else the tactical part of the game will be heavily handicapped/ Exactly the kind of RPS which adds no tactical depth to game. It's efficiently a no-brainer: you have bad solution (using the same element), good
[quote who="Iselwin" reply="39" id="2579620"] Hope ice vs fire, earth vs air doesn't make it to the final Elemental. [/quote] Erm....let me ask you something. Your mage can cast 2 spells: Iceball and fireball. The target is a fire elemental. Which spell your mage should cast? Magic school / element vs. magic school / element "counters" like these must be in the game, else the tactical part of the game will be heavily handicapped.
[quote who="Climber" reply="83" id="2579293"]Regards to post #82, I believe there maybe a better way. Having buildable warehouses are micro management nightmare. It is a good thing that warehouse has unlimited capacity. [/quote] Micro nightmare? Not at all. Dominions 3. lategame is a micro nightmare, but constructing a couple of additional warehouses if needed is far from being a nightmare.
[quote who="mrakomo" reply="81" id="2579209"]Well, I think the idea of the stockpiling is good. However I would like to see the cap for the maximum amount of resources. The idea is: every empire has some initial amount of resources, that can be stockpiled. You may build some storage facilities in the cities, that can increase the cap. If the limit is reached, you don't get more resources, even if you have the sources. I think such thing might encourage the trade with oth