|
Post Reply |
Page <12345 12> |
| Author | |||||
Zangi
Forum Warrior Joined: 15 Jul 2010 Status: Offline Points: 295 |
Posted: 16 Sep 2010 at 21:07 |
||||
+1 |
|||||
![]() |
|||||
Smoking GNU
Forum Warrior Joined: 12 Jun 2010 Location: Windhoek Status: Offline Points: 313 |
Posted: 16 Sep 2010 at 22:38 |
||||
|
All i can say is...
AWESOMENESS |
|||||
![]() |
|||||
KarL Aegis
Forum Warrior Joined: 20 Aug 2010 Location: New York Status: Offline Points: 287 |
Posted: 16 Sep 2010 at 22:42 |
||||
|
|||||
|
I am not amused.
|
|||||
![]() |
|||||
GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
Posted: 16 Sep 2010 at 22:47 |
||||
Hi Beenglas, Yes, very much so. Factions will have main hubs (their alliance capital hub, so to speak) which will be their main trade point, and will be there main base of operations. These hubs will be invulnerable (to stop a faction being entirely wiped out). But the faction hub will grow and the faction will spawn additional cities of their own nearby. You can find more detail on some of our plans for factions here.
I'm not sure what 9/14 means in this context... can you clarify which restriction you mean? On the sov front, that's a good idea - we'll just have the sov auto-cancel when you teleport, and I'll amend the main post to reflect this.
Well, there'll be very few all-hostile factions. A good example of one such faction that fits this category is, perhaps, the Undead. Or The Netherworld Demons. But there will be very few of these factions, and they will be very sparsely and carefully placed. And yes, they will fit in with plans for quests and storyarcs - as well as being the source of rare item drops for crafting. But this is looking a long way ahead.
On the island front, yes you would need water transport if you or your target were based on an Island. As far as your specific example goes, there will be bridges and fords provided by some of the factions, and these will interconnect all the mainland areas. We're not planning on cutting any areas off from players in their entirety (from land-based movement), except islands and further continents - which will require water transport. But who knows? Perhaps some nice faction will organise ferry transport for you, invisibly in the background, for a small fee - so you won't even notice the requirement to use a boat except for the additional time it takes your units to get there whilst they wait in a port for the boat to arrive? Regarding your caravan example - we've subsequently decided that different types of caravans for carrying different things is an over-complication. However, we already have carrying capacity and speed ingame, and we already have gold upkeep - so the only change we're really proposing is different volumes for different carried items, and changing caravan carrying capacity to be volume-based rather than unit-based. So long as the user interface to move things into caravans on a volume basis rather than a unit basis is very simple, the only real change is that we're adding gold upkeep to caravans; which I don't think is too complicated. Your comments about how you go about raising that gold: "Are my taxes going to need to be raise to make these caravans? Do I need to kill off my troops or diplomats or get rid of one of my sov squares to afford them? If I raise my taxes will my food go negative? Will it kill my production?" are questions you have to go through every time you need gold. I *love* these questions because they make me say to the game design team: " Brilliant job, guys - you've given this player multiple choices about how he or she can achieve a goal and they have to think through the ramifications of their decisions and prioritise what's important to them; thank the heavens we haven't produced a run-of-the-mill 'do X to get Y' game." I'd also urge you not to judge things as over-complex before you've seen the implementation. Oftentimes the explanation of the concept sounds more complicated than it actually manifests itself ingame.
That was certainly our original interpretation, lep - but we do recognise that a lot of the concepts and procedures ingame aren't adequately documented anywhere that's easy or handy - and we have a project for context sensitive help pages ingame to explain the basics of how to do certain tasks that aren't currently particularly obvious unless you search the forums. Thanks all for the comments - they're all very useful. Best, SC Edited by GM Stormcrow - 16 Sep 2010 at 22:50 |
|||||
![]() |
|||||
KillerPoodle
Postmaster General Joined: 23 Feb 2010 Status: Offline Points: 1853 |
Posted: 16 Sep 2010 at 23:24 |
||||
Sorry - too much time in the US. I'm referring to the September 14th restriction for owning a city in order for it to be eligible for teleport. |
|||||
![]() |
|||||
Zangi
Forum Warrior Joined: 15 Jul 2010 Status: Offline Points: 295 |
Posted: 16 Sep 2010 at 23:49 |
||||
Got a point, my 3rd city has been put on hold till the new changes come in. |
|||||
![]() |
|||||
McFarhquar
New Poster Joined: 08 Jul 2010 Status: Offline Points: 18 |
Posted: 17 Sep 2010 at 00:25 |
||||
At the very least, the cutoff needs to be when this announcement was posted, and preferably with an extra day or two tacked on for people who sent settlers off before the announcement that won't arrive until after the cutoff
|
|||||
![]() |
|||||
col0005
Forum Warrior Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 17 Sep 2010 at 01:17 |
||||
|
I totally agree with extending the cut off period. What Birds17 said about "why should I suffer because you decide to place a hostile faction next to my city" would certainly apply for new settlement. I may have decided that I'm happy where I am, however when factions are released I discover that the nearest faction is specifically hostile to my race then the new settlment I have just built should be able to be moved.
With the not landing barges at night would perhaps a 6 hr time loop be appropriate so day would be from 1-6 and 12-18 o'clock?
Also we all know that there are going to be major updates in the future and we should consider this if we decide to move our cities. but would it be possible tto make it slightly cheaper to move after major updates that are likely to handicap some players. Eg you can now move your lvl 20 forge but the move is likely to take 48 hrs during which time no construction can take place and gold revenue or resource production is halted. (Food consumed however is provided by hunting/foraging)
|
|||||
![]() |
|||||
Shrapnel
Wordsmith Joined: 01 Jun 2010 Status: Offline Points: 180 |
Posted: 17 Sep 2010 at 01:20 |
||||
|
With the changes spoken about in this thread, will any of it change the TownsData XML file? Just wondering because I just built a tool using it. Doesn't matter because I built the tool knowing the XML might change. I did it more for the learning experience, but I'm just curious because it is useful for the time being.
|
|||||
![]() |
|||||
Divine Redemption
Greenhorn Joined: 23 Aug 2010 Status: Offline Points: 68 |
Posted: 17 Sep 2010 at 01:41 |
||||
|
How many cities on one account can be moved for free to any location? Is it only one free move for one city or every city on one account...
Thanks, Divine |
|||||
![]() |
|||||
Post Reply |
Page <12345 12> |
|
Tweet
|
| Forum Jump | Forum Permissions
You
cannot post new topics in this forum
You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |