vieuxchat

vieuxchat

Joined Member # 2542912
66 Posts 1,186 Replies 853 Reputation

No, it will be exponential because each new city will add to the already existing cities ... 1 city with mine = + 5 iron 2 cities with a mine in each = (5 + 1 from the town B ) + (5+1 from the town A) = 12 (and not 10) 3 cities with a mine in each = (5 + 1 + 1) + (5 +1 +1) + (5 +1 +1) = 21 (instead of 15) 4 cities with a mine in each = (5 +1 +1 +1) + (5 +1 +1 +1) + (5 +1 +1 +1) + (5 +1 +1 +1) = 32 (instead of 20) 5 --> 12 --> 21 --> 32 etc... i

3 Replies 2,464 Views

In fact, I would like to have the ability to build structures from a city without being connected to the rest of the city. You would just have to open the nearest town's UI, then select the mine, put it, and a road would automatically being built. Instead of having cities like (T for Town, --- for roads, X for buildings) [code="c#"]XXXXXXXXXXTX XX[/code] having cities like [code="c#

24 Replies 19,816 Views

The key point with armors is that they limit your movements. And only experienced warriors could wear them without being hindered. A low level warrior in full plate will be a jooke to fight, cause he won't move fast, can't retaliate effectively, can lose balance really easily and above all will become exhausted really really fast.

7 Replies 41,626 Views

I think it represents the value of goods transported. And a big city creates more goods than a small one, thus the percentage.

2 Replies 3,925 Views

The city spam will become a must, I think. And the strategy where you get a few cities won't be really doable. Why ? Because each city in your kingdom gives gold, food and every other resource bonus. So resources will grow exponentially. Wouldn't it be a better idea to limit cities that gives bonuses to those around ? (if a city is to the other side of the map, why would you get a bonus in food or gold production ?) Just try that : start a game a

3 Replies 2,464 Views

[quote who="Raven X" reply="10" id="2423701"] Quoting tesb, reply 3i think it is better to require a city, since there are always settlements around resources (where do the workers + families live? etc. ). I think you have a wrong impression what a city should be. I think it would be good to have a city development tree: Not at all. A City is a home to Lots of people. Even in medieval time periods people often "commuted" to where they worked. Many jobs were purposel

24 Replies 19,816 Views

[quote who="tesb" reply="3" id="2423323"]i think it is better to require a city, since there are always settelments around resources (where do the workers + families live? ect. ). I think you have a wrong impression what a city should be. I think it would be good to have a city development tree: -mining settelments -population / administration centers (trade /sea trade) -military garrisons / castels -outposts -minor communities

24 Replies 19,816 Views

[quote who="Ephafn" reply="14" id="2422853"]Is it me or many people understood that "monolitic armies" = "armies with a maximum number of troop"? (When reading the title, I though that "monolitic armies" = "stacks of doom".) If I understand the original post correctly, you are asking for reasons to mix strong and weak troups in the same armies. Historically, I guess that the reason such armies (knights and peasants) existed was that it was the best armies their so

123 Replies 279,618 Views

I like that idea. I am playing capoeira for 8 years, and one thnig that martial art has taught me is the fact that, even if you become a bit more stronger, get more stamina, you get better at using less and less energy to achieve difficult moves. When you learn how to fight, you get a few more hit points and stamina. But above all, you learn how to use less energy for difficult movements, you learn how to keep balance while you're striking. When you get better at it, you can c

7 Replies 41,626 Views

I totally agree with you. Being forced to build a town for harvesting crops or building a mine will lead to strange behaviors. The only thing i'd like to be added is the possibility to create roads to those special locations.

24 Replies 19,816 Views

I thought of a simple solution : waypoints. You create waypoint with some proper UI (you click somewhere, add a name) and that waypoint would appear in the list of places where the road can end (and not just cities). And +1 for "intelligent" roads, that will search for nearby roads before starting building.

120 Replies 205,541 Views

And what about a combat mission style ? You give orders to your troops, then the next minute of battle is calculated (with real-time calculations, ballistics etc.) then after a minute the game pauses and you can select orders like advance, run, assault, hide, advance with caution, take cover, support another, suppression fire, etc. PS: a link to combat mission : http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=60&Itemid=100

22 Replies 21,361 Views

[quote]* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.[/quote] Automatic things would be a bad choice : with something as improtant as caravan, I need to be able to draw exactly where they must pass. Then a simple system would be that you don't create workers, but just draw the roads. Some rules to avoid str

120 Replies 205,541 Views

Food is needed to level up your cities. It's the housing that limits hte number of citizens you can have Food HAS a location : you can see the stock in each city. Gold is universal resource.

19 Replies 42,441 Views

I got this one when I had to save after 30 minutes of play ! :D (yeah, you read it well, no crash in 30 minutes ... When i had one every 2 or 3 minutes)

4 Replies 671 Views

About experience : add things like stamina and morale. Then an experienced warrior won't lost morale as easily as an inexperienced one. Same thing for stamina. For instance an experienced warrior can redirect damage done to the stamina instead of the health, making them more able to survive in combat. In martial art, the first thing you need to learn is how to survive a battle, how to avoid things. One more thing : experienced warriors could get better results for damage in th

208 Replies 743,057 Views

Start from the evade system : instead of dieing if you lose the dice roll, you esacape but severly damaged. It would depend on the roll. Anyway, crushing other armies won't be the only way to achieve victory, but how could a smaller empire compete with someone that is steamrolling everyone ?

238 Replies 563,882 Views

I just hope we'll have the european release through impulse.

152 Replies 325,978 Views

Templates are a must ... Instead of putting each citizen in their working area one by one, you just create a template that says something like "half the manpower in the farm and the rest evenly distributed". You get things done in one click instead of 20 clicks if you have 20 manpower ....

18 Replies 55,554 Views