This is great, I can't wait to check it out!
hurleyef
Recent community posts
If I build something that blocks a trade route the traders just stop in front of it. I have to clear and rebuild the trade route to fix it. If an enemy blocks a trader they stop and won't start moving again on their own after the impeding unit moves or is destroyed. Cities with both land and sea routes no longer have the issues I experienced before. Routes no longer seem to have problems when they cross many regions, though path finding across extreme distances is still problematic. Overall, trade feels much better, and these issues are manageable.
The enemy sighted notifications can very easily become overwhelming. I had to turn off effects sounds completely. Perhaps there is a solution where you could toggle off these warning for certain settlements, or maybe something more elegant.
Not really a bug, but it would be really nice if ranged units defaulted to skirmish stance, ships included.
The tin feels a lot better, I'm still having lots of issues with traders though. They'll wander off somewhere random and just go in circles or they'll walk right up to their destination and stop all in a pile having not even dropped off their deliveries. My sea routes and land routes are marked as such. The circles walking seems to be mostly an issue for cities with both land and sea trade routes. The guys that just stop in front of their destination seem to be mostly an issue for trade routes that cross multiple regions.
It was definitely the respawn mod. Every single region except for some islands had a maskling camp, which was causing the problems. I made a new game and have built more than a dozen interconnected cities without any trouble. For now I've made a slower version of the mod (15 years) and will just manually turn it off periodically.
That said, outside of a few minor issues, the recent update feels amazing. Great job with the new map generation, the mountains and rivers look and feel better and the tin balance has been great. Sea trade has really opened up options for expansion and the UI changes feel really good. I know there is a lot more you plan to do and I can't wait to see it. Great job!
Settlements with both land and sea trade will occasionally send a wagon out to drive from one side of a neighboring territory to the other, as if they are attempting to find a land route to the destination reached only by water. This happens whether the sea route goes to a settlement that shares a river for a border or if the land masses are separated by sea regions.
I love the new graphics, and tin distribution adds a great driver for trade. Bronze is great and the increased admin from upgraded structures seems to be enough that I don't feel the need for the tyranny mod anymore.
Main issue I've come across is that it has gotten very unresponsive after 5 or so settlements. My inputs just don't register much of the time, which is pretty frustrating. I'm using the respawning masklings mod and wonder if that is actually the issue, as there do seem to be a ton streaming at me nearly constantly. This is on medium continents with medium hostility.
Man, this is all great stuff. I really like the new graphics, they look great. I really like the stone houses with the central courtyard. The mode switches do look out of place, but I'm sure those are just place holders for the mock up. Great job Shawn!
I really like the mesopotamia map idea. Maybe you could have a choice for the level of green. That way you could focus development to be near the rivers, with desert starting some rough distance away from the water. You could also apply some debuff when operating on desert terrain to inhibit travelling or developing much away from wet regions. Maybe dot the deserts with oases or whatever.
Anyway, I love it. Can't wait to try it out.
I think the exploited regions, in addition to the ability to build roads outside of settled territory will both help spread our kingdoms out a lot. Another thing that I'd like to see to that effect would be a change to the maskling spawn logic from the respawning maskling mod to prevent them from spawning right next to you. Maybe 2-3 regions away at the closest.
Perhaps you could make the ui more like caesar 4, but I think we can live without a minimap. Make a vertical stripe on the right side and have the top list the region name and date, below that a graphical grid of buildings, possibly tabbed between military, civic, and econ. Below that you can list the econ info for the region.
Selecting units would put unit portraits where the building list would be, possibly scaling dynamically depending on unit count. Buttons for orders and formations relevant to the units could also display here. Same with buildings, select a building and orders or information relevant to that building pop up here.
I've actually grown to like the absence of the minimap, but would like better notification of attack events. Perhaps a red arrow on the edge of the screen in the direction of the event. The zoom levels are great, I'd just like one more in each direction.
I'd like a way to select only combat units. Like, holding alt while drag selecting units ignores traders/etc. I'd also like to be able to select all units of a type on screen by double clicking one of them. Extend this to buildings. Basically like a more traditional rts like 0 ad. Waypoints and rallypoints would also be nice.
Game is coming along great man, keep up the good work! I'm very excited to finally exit the chalcolithic. :P
I had the same issue. Enemies couldn't destroy it, either. They'd run up and hit it once then run away. I fixed it by editing the save file by hand. :( First I gave the whole settlement to another tribe and tried to capture it back, but my units just hit it once and stopped while it streamed arrows at them. So I ran a find for "under" to find the hexes and just cleared out the structure completely and resettled.
I'm not sure if it was necessary, but I cleared out all structures except walls and roads in that region so that I could start fresh. I "marked" them by issuing demolish commands so that they would be under construction in the save file, for identification.
I posted it in another thread, but I think it would be cool if migrants/traders/invaders would sail in from the edge of the map. The difficulty and frequency could be tied to some metrics relating to the players advancement. You could have multiple factions, possibly tied to the direction they came from, so some might just send trade envoys and be friendly while others might launch invasions. Some may just attempt to colonize unclaimed areas and be largely neutral.
Obviously this would all have to wait until the boat and diplomacy updates, but I think it could really add a lot to the end game.
Since the map has edges, I think it would be cool to spawn them from there. You could have raiders as well as trade caravans. For traders, you could require a special trade outpost building only available once you've made contact. They could be like the Harrapan trade settlements in Sumer.
As for the raiders, you could step up the raids as the map becomes cleared of barbarian tribes, or some other metric of game progression. Maybe they could even try to form their own colonies in addition to capturing yours.
The borders and speed controls are a godsend. It would also be nice to be able to place walls and towers anywhere inside a territory rather than requiring them to be built right next to something. I'd also like to be able to build roads outside my territory, though that should probably be limited to tiles adjacent to extant structures as it currently is.
Also, I love the idea of enslaving enemy encampments. I think there should be an option to eventually annex them, but only pursuant to meeting some set of criteria first. Vassalage should also be possible, but we'll need to wait for diplomacy options for that to make much sense.
That makes a lot of sense. You could even have things decay that you can't support, like a warband that does less damage for lack of metal or walls that are weaker or buildings that eventually collapse. Malnourished workers might process resources more slowly. You could get natural ruins that way, as well as potentially annexing holdings into an empire that cannot completely support it, forcing you to choose what to neglect. It might be useful in such a situation to have the option to deny resources strategically.
Anyway, I'm rambling now, but I like really like the idea or placing more focus on maintenance. I think that could scale very well and provide for many interesting decisions and circumstances. Thanks for letting us in the process here, can't wait to see where you take it.
Looks great, is that tin and bronze in the ui? :) There might be a need for structures that are built in between hexes, such as roads, irrigation canals, walls, etc.
I also think that copper and tin should be finite, to help drive a need for colonization and expansion. Limestone should also probably be finite, though I don't think it is as important. It would be interesting to have forests that regenerate slowly unless completely harvested, though that might not work well at the end of the day. Copper ore (malachite) is a dull green color, I think that deposits should match that shade.
I'm excited to watch all your progress, can't wait to get my hands on the new sim.