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Author Topic: My AoR-style game is now in alpha! (test games running, may start another)  (Read 38883 times)

Vanigo

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The Orders button on the main UI does nothing.
It seems like cities should get free roads, but that might just be because I'm used to Civ.
I like Nuke's idea. The problem is nicely solved if armies require their full movement points to enter cities.
Are enemy roads usable? Unclaimed roads?
Building two roads in one turn appears to cost three labor. Building seven roads costs eight labor. I would like a road at (4,7) if this is an unintended bug.
Oh, I do like that idea.
I'll have to take a look at that road thing. The orders button, I just forgot to fully implement.

Edit: I can place roads in those tiles just fine. Are you sure you didn't have some other order in there taking a point of labor?
« Last Edit: March 09, 2012, 09:32:23 pm by Vanigo »
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Nirur Torir

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Edit: I can place roads in those tiles just fine. Are you sure you didn't have some other order in there taking a point of labor?
It works for me now, but I had cleared the order list and tried again (multiple times) after noticing it.
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Azthor

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-Accidental Post-
« Last Edit: March 09, 2012, 09:57:48 pm by Azthor »
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NUKE9.13

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Game 2 Orders:
Spoiler (click to show/hide)
...ayup. Little to do. Less to do it with.

The inhabitants of SILO ONE, having taken advantage of the abundant GENETICALLY MODIFIED CROPS nearby, set their sights on the FREAKISHLY MUTATED GAME of the woods downstream. Many hungry mouths needed to be fed, as that there may be workers to man the PLUNTONIUM [sic] mines, and to build the INTERCONTINENTAL BALLISTIC WARSHIPS (IBWs)
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Long Live United Forenia!

Vanigo

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Can a city's population be increased by two units in a turn or are we intentionally restricted to a 1 unit change/turn basis?
Oh, I seem to have forgotten to answer this earlier. It's one population per turn by design. In the interests of keeping things interesting, however, I'll point out that you could increase the population of both your cities this turn, which would net you two labor next turn, enough to raise some spearmen. Of course, if Nirur takes your city anyway, you've then lost that much more.
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Azthor

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Can a city's population be increased by two units in a turn or are we intentionally restricted to a 1 unit change/turn basis?
Oh, I seem to have forgotten to answer this earlier. It's one population per turn by design. In the interests of keeping things interesting, however, I'll point out that you could increase the population of both your cities this turn, which would net you two labor next turn, enough to raise some spearmen. Of course, if Nirur takes your city anyway, you've then lost that much more.

Is labor universally shared among all cities? If so, I am, indeed, modifying my turn.
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Vanigo

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Can a city's population be increased by two units in a turn or are we intentionally restricted to a 1 unit change/turn basis?
Oh, I seem to have forgotten to answer this earlier. It's one population per turn by design. In the interests of keeping things interesting, however, I'll point out that you could increase the population of both your cities this turn, which would net you two labor next turn, enough to raise some spearmen. Of course, if Nirur takes your city anyway, you've then lost that much more.

Is labor universally shared among all cities? If so, I am, indeed, modifying my turn.
Yes, it's shared civilization-wide, just like any other resource. And just like any other resource, you can also stockpile it over several turns to build something you don't get enough to do all at once. (I considered changing it, but this was way easier than making an actual "build a building over several turns" feature.)
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Azthor

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Alright, I will edit my turn.
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Vanigo

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Waiting on quinnr and lemon10.
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Azthor

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My turn has been updated.
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Vanigo

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I think losing that coin flip actually helped you. If you'd gotten the square, you wouldn't have had the free population to grow both cities at once.
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Azthor

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Perhaps, but that will depend on Nirur's next actions.
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quinnr

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orders for game 1:
Spoiler (click to show/hide)
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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

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Game 1:

Spoiler (click to show/hide)
Game state
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quinnr

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Orders for Game 1:
Spoiler (click to show/hide)
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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.
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