codefreak5
Procrastinator
Agh, I got pretty busy after getting the art in, so I didn't have time to reply to all of this at once. Sorry!
Another great idea. It shouldn't be too hard to implement, either.
I think to begin with, there should be a 30-turn wait period between tournaments, and then the wait could shorten as time goes by.
I'm still worried about arena abuse, though - don't want to have units just hanging out in cities, getting free XP and gold for nothing all the time. Maybe if there was a turn-based arena cooldown for each unit which prevents them from getting the bonuses or something...
Whether or not it sticks, I don't know yet... I haven't actually tested that out.
Awesome. And I'll start coding once we get the basic ideas of the effects up.I can take a crack at everything except the coding. I know a guy who'd be excellent at getting some civilopedia and diplomacy text up, and I'd be more than happy to help brainstorm Arena and Trait effects.
Getting a unit's strength is actually pretty easy, since there's already a method for doing so in the game. I like the idea so far.I say we put the Arena at +2 exp and, say, 1/8th combat strength gold per turn, just for starters. If that's too complex, and simple +2 gold will work as well. As always, this is just temporary; we can test it for balance later.
Wow. That is a lot of ideas. A lot of them look great, but I am having mixed feelings about the one-offs as well. Some may have to be changed, and some may just have to go. And we'll have to think about which traits are available when - for example, making peace with barbarians should be earlier in the game, when there are more around and making peace would have a greater impact, as opposed to later, when there are almost no free tiles left for barbarians to spawn on.For a list of some trait effects, which I agree should be expanded as the game progresses, here are a few ideas (mostly militaristic, as befitting Ferox, but not exclusively):
I don't know for sure if we want to include one-offs along with the duration effects, but it may make for some interesting contrast.
- +X% melee combat strength (duration of Khan's reign)
- Enter a golden age (one-off)
- +X% of current gold saved up (per turn, and for duration of Khan's reign)
- +10 happiness (duration of Khan's reign)
- Free tech (one-off)
- Double influence with all city-states met (one-off)
- +X% melee unit production (duration of Khan's reign)
- Feroxi UU spawns in every city (one-off)
- -50 to 90% unit upgrade costs (duration of Khan's reign)
- +X% melee defensive bonus (duration of Khan's reign)
- Gold from kills
- Double exp from Barracks (duration of Khan's reign)
- +X city combat strength and +X city HP (duration of Khan's reign)
- Force peace with the Barbarians (duration of Khan's reign)
- +X for melee units (duration of Khan's reign)
- Extra trade route (duration of Khan's reign)
- Great General appears (one-off)
- + food in the as 1/4 the strength of garrison (duration of Khan's reign)
- Free Arena in capital (one-off)
Also, the original idea was to open up a UI window so for the player to choose which of the two Khans would next assume the throne. To nerf the trait slightly, to represent the unpredictability of the Khan selection process, and, most importantly, to simplify the code, we could totally take away the player selection aspect. The code could choose randomly from the list of Khan effects (excluding those reserved for future eras and those that have already been chosen) and then notify the player accordingly with a pop-up notification, something along the lines of:
"The Great and Powerful Regna Ferox has held a tournament in Castle Ferox! After a epic and suspenseful battle, the new Khan of Regna Ferox has been decided: 'MadeUpKhanName' of "ProxyCityOrPlaceName!'"
And then the trait description would go underneath that. =)
I'm still not sure how many turns should pass between tournaments, but it should definitely change depending on the game speed.
Another great idea. It shouldn't be too hard to implement, either.
I think to begin with, there should be a 30-turn wait period between tournaments, and then the wait could shorten as time goes by.
Thank you! I had "awesome" in mind when I started this project nearly a year ago. It hasn't exactly turned out that way, but it's getting there.Hey. I've been following this thread for a while and I wanna say that it seems awesome.
Probably. Though if a game went on long enough, the traits would eventually have to start repeating, or else there would either be no traits, or there would be some sort of error.Is it possible to make sure that a trait effect wouldn't repeat itself twice in a row? Cause that would be quite annoying or boring if it would.
That will help tremendously. Kiang said he knew a guy who could also help with this - if you're not him, then it's possible you can work with him on this. We'll see what Kiang says about it first.Also I think I could help with the Civilopedia and DOM entries. I have a nice amount of knowledge in the lore of Fire Emblem and I'm quite good at writing.
Civ uses Lua for coding, which has some similarities to a bunch of other coding languages. I came to Lua from Java, and it was easy enough to pick up for me. If you know basic coding logic, look at a few existing scripts to learn the syntax, and keep the Modiki on hand for methods, then you can write a Lua script for Civ.I'm also studying C# but I don't think there's anything I can do to help with coding.
Perhaps, perhaps. Either this, or Kiang's strength-scaling idea are good ideas.One idea I'd considered was that the Arena could generate gold equivalent to the level of the unit stationed there, so putting a veteran unit in the Arena would generate more gold -- who wouldn't want to go see some famous veterans fight? But it depends on whether or not you want your vets hanging out in your cities... although it could be a good excuse to rotate them off the front lines for some R&R?
I'm still worried about arena abuse, though - don't want to have units just hanging out in cities, getting free XP and gold for nothing all the time. Maybe if there was a turn-based arena cooldown for each unit which prevents them from getting the bonuses or something...
The barbarians count as another Civ to the game, though they has unique aspects (constantly warring with all other civs and city-states, no leader, no diplomacy, encampments instead of cities, no settlers, etc.). There's a method in the game that allows one civ to be at peace with another - it's used in-game for peace treaties - and putting the Barbarian civ into it manually would theoretically allow a civ to be at peace with them.Most of those ideas you listed look relatively easy to implement, although I'm not sure you can force a peace with barbarians...
Whether or not it sticks, I don't know yet... I haven't actually tested that out.