Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 23

Author Topic: My AoR-style game is now in alpha! (test games running, may start another)  (Read 38841 times)

Nirur Torir

  • Bay Watcher
    • View Profile
Re: My AoR-style game is now in early alpha! (test game running!)
« Reply #30 on: March 05, 2012, 10:39:29 pm »

Spoiler (click to show/hide)
Logged

Vanigo

  • Bay Watcher
    • View Profile
Re: My AoR-style game is now in early alpha! (test game running!)
« Reply #31 on: March 06, 2012, 12:17:17 pm »

Obs: the game does not demand Free Population when raising a city's population, allowing one to use population which does not, in fact, exist; it does, however, deduct or increase the value properly though.
I can't seem to duplicate this. You're saying that, with no free population, you were able to give an "add population to city" order?

I was playing around with it, to see how worthwhile roads are. Trying to move northwest gives a move west order, and trying to move west gives a move southwest order.
Okay, I fixed this. Turns out I had fixed it for the numpad movement, but not for the arrow buttons.

And I fixed some of other stuff, too.

Edit: And added fishing villages and banks, while I was at it.
« Last Edit: March 06, 2012, 12:40:29 pm by Vanigo »
Logged

Vanigo

  • Bay Watcher
    • View Profile
Re: My AoR-style game is now in early alpha! (test game running!)
« Reply #32 on: March 06, 2012, 08:53:09 pm »

I've implemented buffs and debuffs, which are currently given by units. Units can either apply buffs automatically to all allies or all enemies on the battlefield, or have debuffs attached to their attack to weaken any enemy they successfully damage.
Logged

Azthor

  • Bay Watcher
  • Doomy Dooms of Doom, Discount Sale!
    • View Profile
Re: My AoR-style game is now in early alpha! (test game running!)
« Reply #33 on: March 06, 2012, 09:06:18 pm »

Obs: the game does not demand Free Population when raising a city's population, allowing one to use population which does not, in fact, exist; it does, however, deduct or increase the value properly though.
I can't seem to duplicate this. You're saying that, with no free population, you were able to give an "add population to city" order?

Quite, but there is a catch: I did have one free population, but I had already ordered it to occupy an empty tile.
« Last Edit: March 06, 2012, 09:11:18 pm by Azthor »
Logged

Azthor

  • Bay Watcher
  • Doomy Dooms of Doom, Discount Sale!
    • View Profile
Re: My AoR-style game is now in early alpha! (test game running!)
« Reply #34 on: March 06, 2012, 09:09:48 pm »

Spoiler (click to show/hide)
Logged

quinnr

  • Bay Watcher
    • View Profile
Re: My AoR-style game is now in early alpha! (test game running!)
« Reply #35 on: March 06, 2012, 11:53:21 pm »

Spoiler (click to show/hide)

Reminds me of the Civilization games, was it inspired by them at all?
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Vanigo

  • Bay Watcher
    • View Profile
Re: My AoR-style game is now in early alpha! (test game running!)
« Reply #36 on: March 07, 2012, 09:40:51 am »

Reminds me of the Civilization games, was it inspired by them at all?
Of course!

Spoiler (click to show/hide)

Game state
Logged

Nirur Torir

  • Bay Watcher
    • View Profile

Vanigo: You can see what I'm planning. The UI allows it, but is it valid?

Spoiler (click to show/hide)
Logged

Vanigo

  • Bay Watcher
    • View Profile

Vanigo: You can see what I'm planning. The UI allows it, but is it valid?
Eh, this is a test game. Uncovering exploits is part of the purpose.
Logged

Azthor

  • Bay Watcher
  • Doomy Dooms of Doom, Discount Sale!
    • View Profile

Spoiler (click to show/hide)

As there is absolutely no use for Military other than attacking other players, I will assume instantly assume any military presence within 2 tiles of my border to be a declaration of war. I will, likewise, not place military units within said distance of neutral nations' borders.

Also, I've managed to better identify the bug I had mentioned earlier: supposing I have two free population, I can order a city's population increased then claim two tiles, but I cannot claim the tiles then give the order.
« Last Edit: March 07, 2012, 12:01:08 pm by Azthor »
Logged

quinnr

  • Bay Watcher
    • View Profile

Spoiler (click to show/hide)

There ya go!
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Vanigo

  • Bay Watcher
    • View Profile

Spoiler (click to show/hide)
Game state
Logged

Nirur Torir

  • Bay Watcher
    • View Profile

As there is absolutely no use for Military other than attacking other players, I will assume instantly assume any military presence within 2 tiles of my border to be a declaration of war. I will, likewise, not place military units within said distance of neutral nations' borders.
I had to choose one contested resource to claim. The gold seemed more harmful to ignore, and you lowering your city's population made the gold even more tempting.

Spoiler (click to show/hide)
Extra order that's strangely disallowed: I build a mine on my iron tile.

Edit: Then I'll just build horses.
« Last Edit: March 07, 2012, 06:10:18 pm by Nirur Torir »
Logged

Vanigo

  • Bay Watcher
    • View Profile

Extra order that's strangely disallowed: I build a mine on my iron tile.
Working as intended. You can only build improvements near your cities - Adjacent to any city, or within 2 squares of a size 4 or larger city (not including diagonal-diagonal; the same fat cross as Civilization).
« Last Edit: March 07, 2012, 09:00:08 pm by Vanigo »
Logged

Vanigo

  • Bay Watcher
    • View Profile

I've implemented ships and naval transportation of ground units.
Logged
Pages: 1 2 [3] 4 5 ... 23