Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 23

Author Topic: My AoR-style game is now in alpha! (test games running, may start another)  (Read 38889 times)

Nirur Torir

  • Bay Watcher
    • View Profile

Is unit maintenance one gold/turn for any unit, or do some units cost more?

Orders for game 1:

Spoiler (click to show/hide)
Logged

Vanigo

  • Bay Watcher
    • View Profile

Currently it's just one a turn for every unit.
Logged

Vanigo

  • Bay Watcher
    • View Profile

So, what are people's impressions of this game?
Logged

Azthor

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

So, what are people's impressions of this game?

It is a solid system, alas, we have yet to test one of its defining features: combat; Nirur and I are on our merry way to ammending that, if I am not mistaken.
Logged

Nirur Torir

  • Bay Watcher
    • View Profile

Rushing feels too much weaker than booming, although it's hard to say from my partial rush. Azthor gained three population over me in three turns, and each square takes two turns to clear. Rushing doesn't really gain anything other than potential territory. If I'd fully rushed, he could have switched to turtling long before my spearmen arrived. Perhaps you could add zones of control to the eight tiles around armies, which disrupt non-subsistence resource collection?

I worry that taking cities will turn into a game of whack-a-mole without speedy support armies.

I feel slightly concerned that wars between two players will be decided in a few battles, as one side loses too many units, while the other gains veterans.

I think the base gold income from cities needs to be reduced, and economic buildings buffed. I feel like I have too much money from just my capital, and don't see why I would build economic structures before the mid or late-mid game, when my food supplies are exhausted.
Logged

quinnr

  • Bay Watcher
    • View Profile

So, what are people's impressions of this game?
I like it so far, big fan of the Civ games, and this is pretty neat! I like the claiming mechanic, it's kind of neat to see who goes after what territories early in the game. Still haven't really built many combat units or city buildings, will get to those eventually...
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

Rushing feels too much weaker than booming, although it's hard to say from my partial rush. Azthor gained three population over me in three turns, and each square takes two turns to clear. Rushing doesn't really gain anything other than potential territory. If I'd fully rushed, he could have switched to turtling long before my spearmen arrived. Perhaps you could add zones of control to the eight tiles around armies, which disrupt non-subsistence resource collection?
I'm okay with a short period of "I need to grow as fast as possible" at the beginning of the game, actually, as long as it becomes more interesting in short order. I could add a percentage chance to take control of a tile instead of depopulating it, though, and maybe add a civ trait to improve that chance later. And preventing resource collection from occupied tiles is a good idea.
I've also been thinking about changing food consumption to 2 per population, and food output to 3 on grasslands, 2 on forest and hills, then doubling food required for population growth. I'm worried that might slow the game down too much, though.

Quote
I worry that taking cities will turn into a game of whack-a-mole without speedy support armies.
Not sure what this means.

Quote
I feel slightly concerned that wars between two players will be decided in a few battles, as one side loses too many units, while the other gains veterans.
Could be a problem, although it'll be less of one once I implement barracks and military academies that let your new units start at level 2 and 3, respectively. (The barracks is working fine in my current build, although I haven't made it public yet.)

Quote
I think the base gold income from cities needs to be reduced, and economic buildings buffed. I feel like I have too much money from just my capital, and don't see why I would build economic structures before the mid or late-mid game, when my food supplies are exhausted.
Hmm. You probably have a point there.
« Last Edit: March 11, 2012, 09:00:31 pm by Vanigo »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile

Quote
I worry that taking cities will turn into a game of whack-a-mole without speedy support armies.
Not sure what this means.
Actually, never-mind. Constantly popping up replacement size two or three cities and spamming spearmen shouldn't be a problem even in the early game, let alone against more advanced troops.
Logged

Azthor

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

Spoiler (click to show/hide)
Logged

Vanigo

  • Bay Watcher
    • View Profile

Game 1
Spoiler (click to show/hide)
Game state
Logged

NUKE9.13

  • Bay Watcher
    • View Profile

So, what are people's impressions of this game?
It's good. Very good.

An important thing (which I assume you already have taken into account): It feels like civilization, which is good. But don't let it feel too much like civilization... because then one might as well be playing civilization. Customization (of race, research, and units), random events (where random is 'GM is bored, decides this happens'), and that sort of... forum... gamey... stuff, should be important elements.
Of course, this is early days yet. Core game first, then embellishments.

Also- this hasn't come up yet, obviously, but what Nirur says about money is true. You have the two gold tiles as something to fight over in the middle of our map? Um... I don't really feel the need to fight over them. Food is worth more than gold- given the money accumulating now from just one city, I can't really imagine ever having a critical shortage. Perhaps when there is more stuff to do with money it won't feel as worthless- but at the moment... just seems like a vanity thing.
Logged
Long Live United Forenia!

Nirur Torir

  • Bay Watcher
    • View Profile

Edit: Turn sent via PM.
« Last Edit: March 12, 2012, 07:34:26 am by Nirur Torir »
Logged

Vanigo

  • Bay Watcher
    • View Profile

(You do know you're not going to conquer that hill tile just by not moving, right?)
Logged

Azthor

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

(You do know you're not going to conquer that hill tile just by not moving, right?)

Shh, don't tell him about that!  :P

Spoiler (click to show/hide)
« Last Edit: March 11, 2012, 11:39:44 pm by Azthor »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile

(You do know you're not going to conquer that hill tile just by not moving, right?)
I remembered about fifteen minutes after posting. Oops.

Azthor, that's a very interesting turn.
A) You broke something, and it won't load in the admin interface.
B) I don't believe you would have left your city undefended and moved your army there unless you knew I would both leave New Gettysburg undefended and not attack you this turn. If you're going over my turns before deciding on yours, I'll just PM my actions to Vanigo in the future.

Vanigo: What happens to my undefended city if his unit gains initiative with moving to it while my armies are returning? What happens if one of my armies wins initiative, while the other goes last? What happens if I order two different armies to attack the same city, would they attack in waves?

Edit: Or I could just PM this turn to Vanigo. That works. I might or might not change it from what it was.
« Last Edit: March 12, 2012, 07:43:39 am by Nirur Torir »
Logged
Pages: 1 ... 5 6 [7] 8 9 ... 23