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Post by Theopolis on Oct 24, 2011 0:16:35 GMT -5
Someone is creeping on my board!
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Post by Empire of Ezria on Oct 26, 2011 6:19:50 GMT -5
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Post by Dronav Holdworlds on Oct 26, 2011 9:26:08 GMT -5
Just a thought but could we reduce the cost of training by one point for everything. yes i understand that means Conscripts would be zero but the only real investment you make in that kind of units is the armerments. you don't really train them.
that, or please up max points for a unit cause true warriors can't take platemail withe the way it is now
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Post by Theopolis on Oct 26, 2011 10:02:19 GMT -5
You make a valid point. I'll take a look at it. I just don't want people walking around with the baddest units in the game. I might make it so you have 72 points to spend on 9 unit templates.
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Talis
Full Member
Posts: 140
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Post by Talis on Oct 26, 2011 10:05:26 GMT -5
Since you're doing so well it's time for me to post some advice. Take this all or leave it as you wish Theo, it's my input as a fellow forum-developer.
First off, let me say that when I was complaining yesterday it wasn't actually because I didn't like the Good/Neutral/Evil mechanic. I was actually complaining about how certain races had to follow certain alignments, which crimped some of my ideas (like an evil dwarven god-emperor).
Second, I like the way your unit customization works, but I see a few kinks and improvements:
1. There's no option for Spear + shield, which is a must if you want to have phalanx units. I would recommend this combo and suggest Pikes as a second alternative for great combat power and less defense.
2. The range weapon descriptions make no sense. Slings are not easy to train in and take considerable time to learn, but can be exceedingly nasty when used right (they have longer range than shortbows and hurt more). Longbows take years and years to use correctly and require a master bowyer to produce. Crossbows are exceedingly easy to train units for (point + shoot). Personally, I would make longbows the most expensive ranged weapon. Crossbows and slings are a toss-up for second and third; slings are cheaper to make and don't require fletchers, but it's much easier to train people in using a crossbow.
3. I suggest that unit size cost manpower instead of or in addition to points.
4. The eight-points-to-spend system works, but here's an alternative to think about: what if point costs were in Economic Points, but had no limit? That would let players make units as weak or strong as they like. Elite units would simply cost much, much more. It would add a cost balance to things instead of limiting all units to certain point amounts.
5. Finally, if you're going to use a military units system like this, you should tie it in to the traits system and the rest of the game. Make traits influence point values and prices. Maybe Professional Armies get a discount on higher training levels. Perhaps having a metallurgist construct or a "Great Smiths" trait could give weapons a discount, or a weakness could raise the price for all units.
Hope that helps. I'll post more as I think of them.
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Post by Theopolis on Oct 26, 2011 10:10:19 GMT -5
Since you're doing so well it's time for me to post some advice. Take this all or leave it as you wish Theo, it's my input as a fellow forum-developer. Your advice is always welcome! Understandable. I like more choices, the alignment system was trying to be more Tolkien-esque. It's fine now! You're right. I'll have to implement it. Well taken. I'll have to adjust it accordingly. Good point. Except than people would all have that one BADASS AWESOME ELITE UNIT that cost 12 Gold and they wouldn't be able to afford it. Already working on it!
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Post by Empire of Ezria on Oct 27, 2011 13:55:35 GMT -5
So how much in the way of upkeep are you going to have to pay with these units?
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Post by Theopolis on Oct 27, 2011 13:56:43 GMT -5
There will be no upkeep.
You have Gold (cash) and Manpower. You buy units. That's it.
Sotek, the military unit creation template is up. Have at it. The size thing will be changed though.
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Post by Empire of Ezria on Oct 27, 2011 15:56:58 GMT -5
All right, also could you add lances and recurving bows for cavalry? Might I also suggest going back to more than 6 unit templates since some people like me also need naval vessels and land forces.
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Post by Theopolis on Oct 27, 2011 17:31:48 GMT -5
Sounds good.
You'll get your own separate naval templates.
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Post by Empire of Ezria on Oct 27, 2011 22:26:27 GMT -5
So can a land unit template only have a max of 3,000 soldiers in it?
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Post by Theopolis on Oct 27, 2011 22:33:36 GMT -5
Not a max of, but only 3,000.
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Talis
Full Member
Posts: 140
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Post by Talis on Oct 31, 2011 14:01:35 GMT -5
Time for more suggestions!
Get rid of Tribalism and move its elements to Nomadic, it's a better descriptor, and tribalism is more like a government type than a civilization trait.
Professional Military should make all training costs cheaper (free conscripts, cheaper guardsmen and true warriors).
Organized Religion needs some kind of serious advantage. I think it should make your populace more compliant, and maybe give you leverage in other civilizations through conversion.
Conscription = Lots of extra manpower, but higher prices to train units.
Paganism's basic mechanics work the same, but the description needs to change. It's about hurting other factions by causing strife within their empires.
Mercantilism is about trade. Make it advantageous for empires that doesn't have lots of resources themselves, but might be able to trade with others for a profit.
The Grudge and and Savage race disadvantages are massive penalties that make orcs and dwarves underpowered. Weaken their effects or change them.
You'll be seeing my kingdom soon. I think you'll all like them.
Define the Militia units supplied by Local Militias and Republic. Are they militia training level? What about armament? Try setting a limit (unit worth up to X amount of gold).
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Post by Theopolis on Oct 31, 2011 23:51:48 GMT -5
- Tribalism to Nomadic
I agree, I had already planned on this.
- Professional Military
Why? I don't really understand why you want that change?
- Organized Religion
It's not finished yet, neither is Paganism.
- Conscription
Same as Organized Religion.
- Fireclan Orcs
As a total orc fiend, especially the traditionalist of the Tolkien sort, you'll get no sympathy from me. Lizardmen don't have ages of enlightenment either.
Thanks for the suggestions. Still finishing the traits. Keep them coming, Talis.
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Talis
Full Member
Posts: 140
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Post by Talis on Nov 1, 2011 1:03:06 GMT -5
Professional Military would make more sense operating within the Unit Creation Template than simply bestowing "Veteran" Status on units. Why have another status, rather than simply having the trait make your units better trained?
I'm not sure what you mean about the Orcs, although I'm looking forward to playing the Firetooth Clan. Their sort-of-civilization on the fringes is intriguing, and it'll be fun to see how their old warrior ethos fits with their civilization. I think these guys will have a bit in common with the Anglo-Saxons.
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