Nightinggale
Deity
- Joined
- Feb 2, 2009
- Messages
- 5,279
I think we all agree on this one. We need to unlock "stuff" during the game. We also have the technical implementation figured out. What we need to figure out is what triggers unlocking new buildings etc. If we use eras, then they will need work because currently eras seems somewhat random and irrelevant. That in itself could be a good argument for reviewing how we use eras.Especially the fact that throughout the game the building- and unit variety keeps expanding, is a great way to keep the mid- and late game interesting. So no more unlimited access to all sort of units (military and non-military) right from the start, but a gradual expansion of features. They did this with era’s (see spoiler below), but this might also be achieved with some sort of royal permissions/tech tree, which has already been suggested by other people on this forum.
Other features from DOANE that I like and could be candidates for WTP:
Mixed cargo: a wagon train can transport 200 cotton, but not 1 cotton, 1 tobacco and 1 fur. Allow transport based on combined cargo amount rather than slots makes it more interesting to have a low production of something valuable and could make it easier to code how automated transports can work efficiently.
Waypoints. The ability to control which plot a ship will arrive on when arriving from Europe. In general the ability to have named waypoints for (semi) automated movement is a nice concept. This could also be used for automated patrols.
Last, but not least: we shouldn't copy everything we see in other mods just because we like it. We have a unique DLL file with unique features meaning we can code some features better. We also have a different mod meaning a 100% copy of gameplay mechanics might not be what we want even if we want something of a similar nature.
Interesting, but how is the AI able to handle this? Also I might want a different implementation, like each unit having a BoolArray of plots, which lists the plots known to the unit, but not the player. When the unit is selected, all those plots are revealed, but switching to a different unit will hide them. Plots known to the unit, but not the player should be displayed with circles or something to make it clear what the unit knows. When two units are on the same plot, they both end up with knowing the plots known to either.Map mechanics
Sounds like a significant amount of work, but any less and it risks being annoying rather than fun. I'm not happy with the ship going into a bay and then it returns, the same ship has to discover the bay again the following turn. I don't view that as an ideal implementation.