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Author Topic: Age of Restoration game discussion (Still one spot open!)  (Read 51941 times)

Nirur Torir

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Re: Age of Restoration game discussion (Full again)
« Reply #285 on: May 26, 2009, 05:52:40 am »

Do I have the technology to build wooden javelins that my warriors could throw before engaging in melee combat?
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mainiac

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Re: Age of Restoration game discussion (Full again)
« Reply #286 on: May 26, 2009, 01:17:51 pm »

Do I have the technology to build wooden javelins that my warriors could throw before engaging in melee combat?

Wouldn't those be hard to throw straight and fail to penetrate the target?

Still waiting on feedback on how difficult it is to move people into colonies, btw.
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Ancient Babylonian god of RAEG
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"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

Vanigo

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Re: Age of Restoration game discussion (Full again)
« Reply #287 on: May 26, 2009, 10:03:48 pm »

Mainiac, didn't I just explain this? You need to research some sort of improved government technology to be able to control more than one city. Once you have that, you can build a settler unit. (Which is, of course, much larger than a military unit.)

Nirur, I have to agree with mainiac on the javelin question; wooden javelins wouldn't have much range or penetrating power. Once you get metalworking, go for it.
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Strife26

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Re: Age of Restoration game discussion (Full again)
« Reply #288 on: May 26, 2009, 10:13:25 pm »

Penitrating power maybe, but I've made more than one fire hardened javelin myself, and they get plenty of range.
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mainiac

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Re: Age of Restoration game discussion (Full again)
« Reply #289 on: May 26, 2009, 11:00:44 pm »

I can pick up any stick off the ground and throw it with plenty of range.  But unless the velocity is in the direction of the head, it's kinda useless as a throwing spear no matter how heavy and fast it is.  Without putting the center of weight near the head, that's a lot harder to achieve.


Mainiac, didn't I just explain this?

Oops...
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Ancient Babylonian god of RAEG
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[CAN_INTERNET]
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"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

Strife26

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Re: Age of Restoration game discussion (Full again)
« Reply #290 on: May 27, 2009, 09:12:54 pm »

Yay for urban sprawl!!
The zefies are back in buisness (although I'm going to have to start to work on building more cities quickly).

One question though, am I still allowed to work the sprawled tiles? I get that I can't use any other tile improvements (except possibly the windmill), but can I still, for example, use one of the plain tiles to generate additional wool products?

Also, what city buildings carry over here? I'd assume that the shrine would work, but how about my fortress?
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Vanigo

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Re: Age of Restoration game discussion (Full again)
« Reply #291 on: May 27, 2009, 09:22:24 pm »

One question though, am I still allowed to work the sprawled tiles? I get that I can't use any other tile improvements (except possibly the windmill), but can I still, for example, use one of the plain tiles to generate additional wool products?
Well, wool comes from hills, but other than that, correct.

Quote
Also, what city buildings carry over here? I'd assume that the shrine would work, but how about my fortress?
You don't have a fortress, you have city walls, which you'll need to extend into another hex before you can build a suburb there. If you had a fortress, it'd still only apply its defensive bonus to units in the center tile. Other than hex-specific defensive structures, though, it's still part of the same city, just a bit more spread out. All city buildings apply there equally.
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Strife26

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Re: Age of Restoration game discussion (Full again)
« Reply #292 on: May 27, 2009, 09:29:59 pm »

But the city walls come with the sprawl, right?

And am I allowed to destroy my own improvements to make way for the new?
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Vanigo

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Re: Age of Restoration game discussion (Full again)
« Reply #293 on: May 27, 2009, 09:34:22 pm »

No, you have to build city walls on a per-tile basis, 3 stone and 3 labor per hex. Once you've done that, you can build a suburb in that hex.
And yes, you can replace existing improvements.
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Strife26

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Re: Age of Restoration game discussion (Full again)
« Reply #294 on: May 27, 2009, 09:55:11 pm »

So it comes out to six stone and 5 (7-2 for mechanic) labor? Ouch.
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Vanigo

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Re: Age of Restoration game discussion (Full again)
« Reply #295 on: May 27, 2009, 10:20:06 pm »

Technically it's 5.25 labor, actually.
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Strife26

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Re: Age of Restoration game discussion (Full again)
« Reply #296 on: May 27, 2009, 10:43:30 pm »

Eek. Fun working on the mechanic shop description. It also makes the building just short of useless (at least four unit construction to have an effect). Ouch. I'll have to rework my turn tommorow.
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Nirur Torir

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Re: Age of Restoration game discussion (Full again)
« Reply #297 on: May 28, 2009, 12:10:29 pm »

Somewhat random as it hasn't come up yet, but I was thinking about it earlier, and I'm voting against rock-paper-scissors style unit bonuses (Phalanx formation vs horses) or expendable troop weapons (IE, ammo that needs to be built with labor). It seems sorta like a waste of labor that both sides would need if they want to remain competitive.
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RPB

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Re: Age of Restoration game discussion (Full again)
« Reply #298 on: May 28, 2009, 01:38:50 pm »

Somewhat random as it hasn't come up yet, but I was thinking about it earlier, and I'm voting against rock-paper-scissors style unit bonuses (Phalanx formation vs horses) or expendable troop weapons (IE, ammo that needs to be built with labor). It seems sorta like a waste of labor that both sides would need if they want to remain competitive.

Wait, we can do that? Okay, I'm voting against weapons that are capable of hurting my stuff. It seems like a waste of labor for me to have to build defenses to prevent other players from killing my people and destroying my buildings.

(I'm kidding, but to whatever extent we have input on game mechanics I'm all for using as many situational bonuses as possible, up to and including RPS-style modifiers; it is both realistic and helps add depth to combat.)
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Nirur Torir

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Re: Age of Restoration game discussion (Full again)
« Reply #299 on: May 28, 2009, 01:55:27 pm »

Let me rephrase that.

I'm not against small bonuses, but I'd rather not have Galactic Civilization 2 style rock-paper-scissors (I have four levels of cavalry researched, your three levels of anti-cavalry tactics are useless! HAHA!)

No, that's not really what I mean, since it won't turn into that. Hmm. Forget I said anything, I'm not sure what I ment. It wouldn't really be fair for Death Cavalry of Doom to be unstoppable because it runs through a phalanx, I guess.
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