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Cmonkey
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As per your email Mark, and after playing the demo 7.2 a number of times, as well as doing quite a bit of reading, I'll be making my initial comments and suggestions on it below.
Simultaneous Turns
The simultaneous turns feature, which I thought I would like, is a nightmare, at least from the military standpoint of the game. I didn't like simultaneous turns in Civ3 either, btw. While playing the Dawn scenario, I sent most of my army to meet the barbarian horde. Unfortunately, due to the simultaneous turns, they simply walked past my army and marched into my territory conquering land as they went. I had to hunt them down while retaking captured land for the next fifteen turns or so. Not very fun; Not very micro-management free, IMO.
From what I gather, ya'll intended for it to be this way, though I may have missed something. I don't care for it much, obviously, and would prefer to have the option to play a turn-based game. Another possible 'quick-fix' solution would be to add zones of control to units, based on their relative strengths, to prevent these types of overruns. The section on Provincial Defense, below, offers a long term solution to the problem.
Building Military
Three things here, mostly nice to have features, but not essential.
Getting military units built is simple enough, but why do they keep getting built in the middle of nowhere? Sure it makes sense that the people that make up the units would come from throughout the province, but doesn’t it also make sense that they would always form a ‘unit’ in the same place? The provincial capitol perhaps? I’m certain this is not intended, and ya’ll simply haven’t gotten around to fixing this yet.
If it is intended that the military units always get built at the same location, it would be a real nice feature to add an automatic goto point for those units built at that location. For instance, if military units are always built in the city of Rome (capitol) for the province of Latium, and I’m currently fighting a war to the west, I could set the ‘goto point’ near the frontline and all units built at Rome would automatically start heading to that point once built. Only at that point would they need new orders. Obviously you would also need the ability to delete this point once the war is over, or change it if the need arises.
Provincial Defense ...still referring to ‘building military’, just wanted to highlight it. 
I saw somewhere, either website or forums, don’t recall, that either demo 3 or 4 had units automatically assisting in fights in nearby tiles. This is a good idea to help reduce micro-management, why was it dropped? I’d like to see it return, but in a much more sophisticated fashion, as I’ll detail below. I believe this will be a great feature to help reduce micro-management.
For realism’s sake this may require a certain tech level (love that tech model btw ), and infrastructure within a province before it is available because obviously tribal clans would not have such a sophisticated defense. Basically Provincial Defense provides a pool of units which are not visible on the map (they are visible in the city view, provincial view, or Clash equivalent), but which provide defense to the whole province. Many civ players, including me, would use the procedure of placing a unit on every other tile which borders another civ or empty space, because of barbarians. So using that assumption, the number of units in a pool for a province with 20 tiles bordering other civs, or empty space, would be 11, or half plus one. The number of units that respond to the initial threat would be one or two, on the first turn, half of the remaining units would respond on the second and, on the third, the other half. Obviously this is for a single point of attack, for a double, triple, or more point attack, the numbers would decrease proportionally. Also, I say half show up on the second and third turns, this is for a ‘normal’ sized province, for an extremely overstretched province these numbers should reduce. This essentially automates border defense, allowing the player to only focus on offensive maneuvers, and separates the defensive units from the offensive units in a visible way, since now offensive units can be placed within cities or preferably some sort of ‘fort’ tile improvement. What do ya’ll think about it?
Miscellaneous
A few general comments about the demo:
1. All the scenarios seem to run rather quickly except for Carthage vs. Rome, and Attilla, which I did not try due to the warning it may run slow. The Carthage vs. Rome scenario really bogs down after I have built two dozen or so military units.
2. The demo seems to be nothing but military interaction, thus my comments/suggestions being limited to military or general ideas. I understand that most of the economy is coded, yet there is no interaction with it unless you need to build military or need the occasional science. This is good to reduce micro-management, but bad for player immersion. It makes the game feel like too much of a war game. I understand it’s a bit early to be making such a broad statement, I’m just making it so the final version doesn’t end up so.
3. I also remember there being mention of some of the cultural and government models being coded already, are these simply not ready yet?
Well, that’s all for now. I’ll make any more specific points in the model threads. If any of this info seems worth enough to be in such a thread, let me know, and I’ll cross post it.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:21
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Hey Cmonkey, welcome to the Clash forum!
quote: Originally posted by Cmonkey
The simultaneous turns feature, which I thought I would like, is a nightmare, at least from the military standpoint of the game. |
Orders like "Attack Army X" or "Defend Territory Y" are waiting for the Real AI to be implemented. That is Laurent's next project, and he's already gotten somewhat of a start on the implementation. I agree that things are not the best right now in terms of military movement MM. This should be much improved once the real AI and a more detailed order system are in place.
quote: Getting military units built is simple enough, but why do they keep getting built in the middle of nowhere? |
They are actually always built in the province capital. The problem comes when the capital gets conquered and the remaining most-populous square gets declared the capital. You can re-set the original capital to its former glory when you recapture it. Use a right-click on the square. I'm pretty sure it says this in the tutorial, but maybe not. . .
quote: If it is intended that the military units always get built at the same location, it would be a real nice feature to add an automatic goto point for those units built at that location. |
Agree. Just haven't done it yet.
quote: I saw somewhere, either website or forums, don’t recall, that either demo 3 or 4 had units automatically assisting in fights in nearby tiles. This is a good idea to help reduce micro-management, why was it dropped? I’d like to see it return, but in a much more sophisticated fashion, as I’ll detail below. I believe this will be a great feature to help reduce micro-management. |
Yep, we should put it back. In terms of your specific suggestion, I think we can do provincial defense in a much more versatile fashion once the real AI is cookin'. 
quote: 2. The demo seems to be nothing but military interaction, thus my comments/suggestions being limited to military or general ideas. I understand that most of the economy is coded, yet there is no interaction with it unless you need to build military or need the occasional science. This is good to reduce micro-management, but bad for player immersion. It makes the game feel like too much of a war game. I understand it’s a bit early to be making such a broad statement, I’m just making it so the final version doesn’t end up so. |
The best way to stimulate the economy is by improving tech for farming. You can also invest in any of the economic sectors. Investing in education improves all techs, thus improving the economy indirectly. More will be coming. Do you want to be forced to make decisions every few turns like in Civ? Ugh! I'd much rather set my priorities and let them ride until the situation changes. If it turns out to be not immersive enough when more things like building merchants and regulating trade are in there then we may need to make a change. Just have to see what people say.
quote: 3. I also remember there being mention of some of the cultural and government models being coded already, are these simply not ready yet? |
Yep, mostly coded but no big effects yet due to some coding reorganization issues that I don't want to go into here.
quote: Well, that’s all for now. I’ll make any more specific points in the model threads. If any of this info seems worth enough to be in such a thread, let me know, and I’ll cross post it. |
Thanks for the suggestions!
-Mark
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Heffalump
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Germany
Apr 2002 time: 00:21
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First, my thumbs up on what's obviously been a long road and a lot of hard work
When I first downloaded the game and began the Dawn scenario I was pleasantly surprised by how well though out the whole economic model seemed to be. Cool.
My comments below.
economic model
- Because the city functions have been abstracted away into the Econ tab you don't really do much with the cities per se. Maybe old Civ habits die hard but somehow this doesn't feel intuitive to me. I kept trying to click on them. At the very least this should trigger the provincial econ orders it seems to me.
- Where again does it show my treasury? I kept looking for this all the time. It should probably be added to the other important data at the bottom (the year and population)
- I had trouble deciphering cryptic messages like "Farming has reached level 0.4". Huh? These decimals need to be converted into more meaningful terms.
- The whole population-dispersal methodology seems wierd to me. In the Rome/Carthage scenario for example I noticed by population was falling drastically as Hannibal overran my land. Worried, I began looking at the population counts on my tiles and noticed that a lot of the "empty" tiles out in the middle of nowhere had more population than the tiles with cities.
For example, the Veii tile has 21,000 people in my game while the tile at 8,0 has 104,000
This sort of inbalance feels wrong. By nature the cities should be areas where population density is the greatest.
- As a previous poster mentioned, the whole economic management side of the game seemed to be overshadowed in the end with the military side of affairs. After first being impressed with all the features I was disappointed not to need to use them more. Hopefully this will right itself in time.
Military model
- I liked the simultanous movement. Sure it was frustrating to 'miss' the enemy at times but it added a bit of unpredictability. Such confusion often existed in eras (unlike today) where communication as difficult and intelligence often old.
- I did not like the combat itself. Whoever has the most guys wins ... and wins in a big way from the looks of things. Aside from being patently untrue many times thoughout history, it's also boring. Combat has to have a degree of uncertainty or there's no tension, and no tension means no fun.
- How do I know what units have what particular strengths/weaknesses? I was just building things at random.
- In the Rome/Carthage scenario I retreated to Rome, made a stand and defeated Hannibal, then counterattacked north. I recaptured my northern city and pushed on. Then Carthage had it's greatest victory. I divided my 8 or 9 unit army up into multiple units, then tried to re-form it into 2 separate armys .... and it just disappeared. Gone. Oh well, that put a serious crimp in my invasion plans! (The bug seems related to one of those assign unit to TF commands).
-There seemed to be a lot of interesting things going on behind the scenes when I read the combat log. Am looking forward to it getting fleshed out.
- I couldn't figure out how to use the triermes. They didn't seem to have an attack ability. They did load a unit though. Fair enough, I thought. I headed across the sea and tried to attack Carthage from behind but couldn't figure out how to unload the unit once I got there. Do you have to be in a city to unload?
That's the sum of my comments for now.
Again, my compliments on the game. Looking forward to the next demo.
BTW, you might want to tone down the barbarians in that first scenario. In my game things got pretty ugly!
One last thing: I'm a Sun certified Java programmer and should have some spare time coming up soon. Does this project still accept volunteers? I might be able to help out with some of the smaller fixes & debugging if help is needed.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:21
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quote: has to have a degree of uncertainty or there's no tension, and no tension means no fun. |
I wonder whether I should multiply all the figures at the start of the fight by a random number between say 0.5 and 1.5 for each side to make things more random? Currently, random rolls are lost by the statistical effect of there being so many of them. (I'll cross post in military model - please answer there).
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Heffalump
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Germany
Apr 2002 time: 00:21
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quote: I haven't seen anything like that in ages. Can you give the steps you used? Obviously there is some flaw in the Units box code. The way I would do what you say is to form the units in the square into one big TF, then pick one unit that you want in the other TF and start a new TF with it. Then transfer other units that you want in the 2nd TF to it one by one. If you can specify what you Want to be able to do, we can probably put someone on it, provided we agree that its something most people will want to do. |
I've played around with it a few times and as best I can tell, here's what I think happened:
In the Carthage/Rome scenario
1. Pick Carthage
2. Goto the big stack at 2,4
3. Split the big TF into seperate TFs using the respective command
4. Right click on Hannibal (which is probably the default selected unit) and click Assign Unit to New TF
We're now in a situation where none of the Units are "selected" but the commands to do things like Add Unit to Selected TF are still visible. Use that command on a unit (without "selecting" any units) and you'll see it disappear into space.
Similarly, right click on a unit and do "Merge units into selected TF" and they will all disappear.
It's the type thing you wouldn't notice once you've learned the proper way to break up and organize TFs, like I have now, but it's still a very obnoxious little bug.
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jo3h
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loooks cool
Last edited by jo3h on 13-12-2003 at 23:50
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yellowdaddy
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Saoir-Ebhor, Sasainn a tuath, Rialtas Aontach
Apr 2003 time: 05:21
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Hi Mark,
I'd love to help, but frankly RL has got on top of me last year in major ways - one of which was the birth of my little boy! (there's no smilie for wiping baby botties?!)
But I am freer now, and could do a bit now and then.
I can do graphics as I mentioned earlier - and like many people i've got plenty of ideas to air.
one I'd like to put to you is about cities...
quote: 25-01-2004 15:23 | profile | mail | pm | search | buddy edit | quote link | report | ip
I like the bumpy grid in AlphaCentauri - I don't like "hill squares" and "mountain squares".
I wonder, Is it ONLY a choice between Squares, Hexes/Triangles and random polygons?
Are there any other kinds of polygons that will fit together to everyone's satisfaction?!
Can I put forward a suggestion on Cities?
I HATE CITY SQUARES!
I'm not too keen on settlers either! i wonder what could be done to replace them - have a scout stick a flag down and instruct citizens to migrate.... lots of little dots for buildings so that Cities can be varying sizes and shapes, and merge into each other or be partially destroyed by natural disasters
NO MORE CITY SQUARES!
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it's on the thread about Gary's polygons
I'd like to hear your (and others) thoughts on this (above)
and on this (below) (my reply to his reply to the one above)
quote: hi Gary,
does that mean that Cities could be varying shapes and sizes, and even become sprawling conurbations of several squares?
i'd like to see a graphical example of what you mean...
there are some issues i have with it though - like what about climate change, desertification, floods and swampification?
will you have a different "field" for putting national borders on... I'd like to be able to set my border by dragging or clicking a mouse over an area I want to lay claim to, and set a border using waypoints, and perhaps agree a border with a neighbour by treaty this way - I don't like the way your borders are determined by city influence - it may be true in ancient "religious capital" states, but once you get into the middle ages you might want to have squiggly borders and lay claims to vast unpopulated areas like the Russians did in Siberia, and Chinese in Turkestan... catch my drift?
and then of course there's internal provincial borders! |
JAck
Last edited by yellowdaddy on 26-01-2004 at 20:08
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yellowdaddy
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Saoir-Ebhor, Sasainn a tuath, Rialtas Aontach
Apr 2003 time: 05:21
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I'm quite sold on Gary's map too, from what i've squeezed out of him - i'm looking forward to seeing a screenshot of something (or at least something).
I've just posted a few ideas before they evaporate out of my frazzled head to see if they fit into what's going on
i haven't a clear picture of the state of the whole thing myself - meaning I dunno what kind of stuff people intend to put in the thing in the foreseeable future.
as for helping out - i suppose if you have any specific tasks that need doing, i could look and see if I can be of any assistance.
you mentioned scenario designing - is there a list of scenarios that currently exist? are there any instructions for what you want in a scenario design?
I could also have a crack at some gfx, but there's little point if you don't have any explicit descriptions of what is wanted, either in terms of style or content... (i don't want to slave away and only to have things declined)
Last edited by yellowdaddy on 31-01-2004 at 05:30
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