Upgrade/manage your tows

Suggestions about the gameplay, the controls, buttons and so on.
User avatar
COOLguy
Posts: 4005
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: Upgrade/manage your tows

Post by COOLguy »

That is best I think.
Thanks!
Josh
ejm29
Posts: 689
Joined: Sat Nov 01, 2014 6:03 pm
Location: United Kingdom

Re: Upgrade/manage your tows

Post by ejm29 »

Yep, I think that's the one! :D
"I don't care who I have to step on on my way down."
Stratego (dev)
Site Admin
Posts: 15809
Joined: Fri Apr 25, 2014 9:28 pm

Re: Upgrade/manage your tows

Post by Stratego (dev) »

please summarize a bit, because at first glance scanning tru the posts it seems too complex to me.
if ever i will implement it it must be simple as hell.
User avatar
balint
Posts: 1268
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: Upgrade/manage your tows

Post by balint »

then maybe my first idea?
This is Hungary and winter is coming.
max-damage
Posts: 548
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: Upgrade/manage your tows

Post by max-damage »

The idea is cool, but how do the units get the upgrades? I.E., building stronger roof...stronger walls...special unit training facility...are these purchases upgrades or are they researchable tech's?
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
User avatar
balint
Posts: 1268
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: Upgrade/manage your tows

Post by balint »

?
similar to research, but it jas effect in only 1 tc (where it is reseaeched.
This is Hungary and winter is coming.
User avatar
COOLguy
Posts: 4005
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: Upgrade/manage your tows

Post by COOLguy »

Basically, tc1 spends 4 turns upgrading 'wall', and tc2 spends 4 turns upgrading 'roof'. At the end of 4 turns tc1 has an upgraded 'wall but not 'roof', and tc2 has an upgraded 'roof' but not 'wall'. Right? So they're techs to be researched in individual tc's.
Thanks!
Josh
max-damage
Posts: 548
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: Upgrade/manage your tows

Post by max-damage »

Okay, that sounds reasonable, but since TC's can't be built or destroyed, what would be the point of upgrading their structures?
Last edited by max-damage on Sat Feb 07, 2015 3:12 pm, edited 1 time in total.
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
User avatar
balint
Posts: 1268
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: Upgrade/manage your tows

Post by balint »

protection bonuses, heal bonus, capacity bonus....
This is Hungary and winter is coming.
max-damage
Posts: 548
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: Upgrade/manage your tows

Post by max-damage »

balint wrote:protection bonuses, heal bonus, capacity bonus....
By protection bonus, do you mean the bonus would act as an armor bonus for units garrisoned within the upgrades TC?
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
User avatar
balint
Posts: 1268
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: Upgrade/manage your tows

Post by balint »

max-damage wrote:
balint wrote:protection bonuses, heal bonus, capacity bonus....
By protection bonus, do you mean the bonus would act as an armor bonus for units garrisoned within the upgrades TC?
yes. they would have for example +1 armor while they are inside.
maybe a power bonus.
This is Hungary and winter is coming.
max-damage
Posts: 548
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: Upgrade/manage your tows

Post by max-damage »

The heal & armor bonuses sound good...power bonus doesn't really make sense, though...but this sounds really good!! :-)
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
User avatar
balint
Posts: 1268
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: Upgrade/manage your tows

Post by balint »

you know, dedensive structures.
for example: oil cauldron, ballista tower, trebuchet on the walls.
This is Hungary and winter is coming.
max-damage
Posts: 548
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: Upgrade/manage your tows

Post by max-damage »

Okay, but that doesn't affect how, say, a man-at-arms hits a unit standing beside the TC...oil cauldrons don't make swords sharper...know what i mean?
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
User avatar
balint
Posts: 1268
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: Upgrade/manage your tows

Post by balint »

yes. then blacksmith? and fire for archers?
This is Hungary and winter is coming.
max-damage
Posts: 548
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: Upgrade/manage your tows

Post by max-damage »

You mean leveling for production facilities in general, but function-specific effects?
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
User avatar
balint
Posts: 1268
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: Upgrade/manage your tows

Post by balint »

I dont understand...
I thought this:
in the tc you can build up a building which gives an attack bonus to the ranged/meele soldiers inaide the tc.
This is Hungary and winter is coming.
max-damage
Posts: 548
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: Upgrade/manage your tows

Post by max-damage »

Okay, so back to the beginning of this entire discussion, then, how do you build a structure inside of another structure (the TC in question) for game purposes?
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
User avatar
COOLguy
Posts: 4005
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: Upgrade/manage your tows

Post by COOLguy »

It's like a tech. It will just show as an icon or level. Such as an option to view (enemy too) tc's and under the name shows what is researched.
Thanks!
Josh
max-damage
Posts: 548
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: Upgrade/manage your tows

Post by max-damage »

It's a great idea if it works...but as always, it's up to Daniel...
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
Lancer
Posts: 129
Joined: Fri Sep 19, 2014 6:14 pm
Location: Serbia

Re: Upgrade/manage your tows

Post by Lancer »

This got popular so im expaining full thing:Each town has its own upgrades,those ugrades are default becose if they are upgrable they cant he used on "no" settting so they are deffault bassicly when you click on town you see production squere but now there are 2 squeres one is production one is builiding,when you click on production you of course you will get list of units to make as usual but on building squere theres list not for units but for building,like icon for fortifications and says how much turns it need,same as unit but both production and building squeres work same turn so for example:
Turn 1:TC1 produced swordsmen (2 turns) Fortifications (5 turns)
Turn 2:TC1 Progress Swordsmen (1 turn) Fortification (4 Turn)
This fortification is only for tc1 if you have tc2 you can also build fortifications too but it can build other things like Farm (what each building does will be discussed in another toic)
Finishing building for tc1 applys certain effect like fortifications have given 2+ pierce 1+ armor this ONLY applys for tc1 if you have tc2 this will not apply and you have to build fortifications in tc2 but you can also build things like Farm (gives bonus garrison space FOR TC2!)
Conclusion:Every tc has its own buildings that dont requere to stop training units to build instead you build them in different "building" quene.
Any questions?
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Upgrade/manage your tows

Post by Alexander82 »

this idea reminds me of the civilization series of game. It would be pretty in line with the village idea of CoolGuy where you might focus more on the building of new tcs than just building factories.

you would need to rework the tcs menu.
You should be able to acces the list of improvements that tc has (because you can't graphically change the tc for every single upgrades combination)
Age of Fantasy design leader
User avatar
RiverRaider 1097
Posts: 455
Joined: Mon Mar 09, 2015 9:38 pm
Location: Resistance..USA

Re: Upgrade/manage your tows

Post by RiverRaider 1097 »

All you guys are on to something good! ;)
and remember,wherever your at,there you are
Post Reply

Return to “Gameplay & UI”