The major difficulty is primarily the quality of the AI. I had a bit of budget checking so that a smithy wouldn't blow a whole budget on mithril and not have any money to get iron for iron swords for poorer customers. A smithy could build a forge for mithril and then check if any nearby smelters had mithril ingots, send a worker unit to buy them, and then make mithril plate armor. Like a wizard would check if a blacksmith have a fantastic new stave available, check his gold inventory, check the cost, then decide whether to buy it. Of course its basically just a priority list. I had units doing relatively complex behaviors. Actually in Mandate you only controlled your sovereign unit directly. Mandate had that, Majesty had that decades ago. It has firing options, return to healer at X%, patrol, defend, and etc for every unit. Search up Warzone 2100 and its unit commands. I have a game example for Involuntary Actions. Maybe this will help us understand each other more. I can gather from this that you are a C & C or similar style of player. Under this system, all buildings of the same type will be put automatically under the same hotkey regardless if the player is going to build more of the same type of buildings. The next type of production facility would be put under the next hotkey automatically. The first production facility would be put under a hotkey automatically. A player builds a bunch of production facilities. This is my interpretation of your Uniform Selection. What I meant is that a player should be able to put multiple buildings of the same type under a single hotkey, so we he/she can multiple units at the same time from that set of buildings without cycling through multiple hotkeys. This allows workers to defend against early rushes.Ĭan you explain more in depth about you meant about Uniform Selection? It costs 10 seconds to return the militia to a worker. It gains 100 health, 10 armor, and 100 damage. Ex: A worker converts to a militia in 10 seconds. Furthermore, militia strength between factions should vary depending on how weak they are early game. Perhaps some factions require research to become a militia. In addition, there is no point to restricting players from choosing their preferred tech path.Īll workers should be able to equip weapons and fight back. Each worker produces 1 wood per second.Īll buildings lose their tech requirements, except for defensive buildings, since none of the later tiers units are over powered. It requires workers to be operated and can hold fifteen workers. Each worker produces 1 gold + 1 stone per second. It requires workers to be operated and can hold twenty workers. Mineral Mine - A building that produces Stone and Gold. This will allow us to produce armies much faster and also allows us to organize units much easier.Įxpensive/Time Consuming buildings that produces resources very slowly. 10 Training Fields under 1 Hotkeys rather than 10 Training Fields over 10 Hotkeys. Have multiple buildings of the same type be selected and able to be put under a single hotkey. This applies to any unit that can produce/research/build. If MG adds a production tab that includes more than 6 units, then I suggest: Ctrl + ZXC for the last three units. ex: Swordsman(Z), Improved Training Field(X) I will use the Training Field as an example. Use the following key binding to select units. I'm thinking of an unorthodox method.įirst, select a unit that can produce Army, Buildings, or Research. Key Bindings for Army, Buildings, and Research to be produced.
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