Aurilika wrote:Orosaki wrote:Polearms will differentiate their appearance based on the shape and size of the spear head, swords will differentiate themselves by the blade shape/width/length as well as the guard, a longbow has the same appearance as a bow except it's stretched out to be as long as the character wielding it, heater and kite shield look the same with the difference between them being the size. They also use the race's color in their design. Given that these weapons are being bought in the bazaar it makes sense to not have them be unique in appearance to any race.
Monster dens should indeed probably spawn in the wild, but cities should still be able to be made into a monster den as an optional feature too. Although technically spawned monster dens are destroyed while cities made intoo monster dens are recaptured and stuff.
I feel like siege weapons should be bought from the bazaar, they' be balanced out by the fact that they take up a unit slot and still require yet another unit in order to operate them, plus they are expensive and it would not be wise to face opponents that are too strong as defeat means they could steal the hard earned siege weapon. The siege weapon will also limit the max move speed of the army and additionally prevents flight and reduces the options for army movement. Although thats only if you feel . Siege weapons can be disbanded and will participate in defensive battles as part of the garrison. Which makes them pretty darn useful for defenders if you manage to get one to a city.
although with siege weapons maybe you should have a poll to see what everyone else would like as far as seeing siege weapons implemented.
Okay. I'll take some notes for when the bazaar eventually makes it in.
Okay, I may work that functionality for a second type of monster den like that.
For siege, I was thinking them being more used for actual sieges, but then you have villages. If you design them so that you need siege equipment to take them, then villages far from a bazaar would be mostly untouchable. Well, that would be a while off, but I'll make a note to have some kind of poll on it when it gets closer.
That's actually kind of the point, it adds an extra layer of strategic decision. Do you sacrifice speed for more power to overwhelm that village with siege weapons or do you strike quickly before they have a chance to produce another army.
I kind of feel like waiting a turn to build sieges before attacking doesn't really carry as much strategic importance in terms of game play because it is not as meaningful.
Aurilika wrote:Annoynimouse wrote:@Aurilika:
Where do the UI layouts live?
I'm trying to add a dropdown and button for adding traits to the CheatMenu -> UnitEditor, but I cannot for the life of me find a prefab or file that defines its layout.
On faster armies:
I had originally put in the change meant just for myself, as I hate that one army can end up chasing another army for multiple turns and not catch up.
But I think you are correct, the speed thing scales too well.
I would now instead suggest this:
* If an army is less than half its maximum size, then +1 movement. If less than 25% its max size, then +2 movement. (Losing armies can retreat, or you can make weaker but more mobile armies.)
* Once abilities / traits from level-ups are implemented, allow specific abilities that boost the army's movement.
Current aim (let me know if I am entirely off course):
I'm currently slowly working towards a Heroes of might and magic style resources. I.e. multiple resources, obtained from map pickups or map claimable buildings that produce it over time, or ultimately village based buildings that produce it.
Afterwards:
Mix in some aspects from Age of Wonders such as research, global spells, hero and leader distinctions, and village / building / fortress expansion on strategic map.
So, I went ahead and merged in almost all of the changes.
Well, the UI prefabs are all in the Prefabs/UI section, though there isn't one that exists for the Dropdown at the moment. Nested prefabs didn't exist for most of this project, so the dropdowns were usually inside of another prefab and not even possible to separate. There is a button in that folder though. I went ahead and added the dropdown and button to my dev version.
Like Katar suggested above, I think making smaller armies faster is probably a good idea. I think army speed upgrades could work, but having them based on an individual unit's trait feels odd. I'd be more apt to use something previously suggested where armies can have upgrades they pay maintenance on (like having, say, a wagon that speeds them up, but costs some amount of gold each turn.)
I mean that's not the direction I'm headed at the moment, but you can work on what you'd like. If I think it directly suits, I'd just merge it in and perhaps make changes to it, if not, I can make it a mod like I did for the "Crazy buildings"
Actually basing the army move speed on an individual's stats makes sense IF you base it on the slowest unit in the army, as the rest of the army would have to slow down so the unit with the lowest speed could keep up. In that way it makes sense to base it on an individual's stats. This would also add a precedence to not simply replace lost soldiers who are on average 20 to 30 levels with fresh blood, as it would cripple that army's ability to cover ground until the newbie got some experience.
You could still add in movement bonuses for small armies on top of that as well, which add a % based move bonus rather than a flat +1, +2, or +3 move bonus.