General Suggestions
#41
Posted 17 April 2011 - 04:29 PM
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#42
Posted 17 April 2011 - 04:37 PM
Mythos_Ruler, on 17 April 2011 - 04:29 PM, said:
I really hope you keep the Stonehenge for editor purpose, though.

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#43
Posted 17 April 2011 - 05:15 PM
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#44
Posted 21 April 2011 - 10:42 AM
And of course, not only regenerating fauna please. I have the same problem like the others with the forests. It's really ugly if there is no forest anymore. I suggest, that there are areas where trees aren't able to grow. For example every building has an aera where new trees can't grow, the streets and all places whith much movement.
And different seasons which influences the animal's behavior. For example a lot of deers dies in the winter and wolfes attacks humans.
This is only an example how it could be. It could be like in Gothic/Gothic 2, where are many different animals which have their own behavior and "food".
#45
Posted 25 April 2011 - 10:51 AM
#46
Posted 25 April 2011 - 04:42 PM
#47
Posted 25 April 2011 - 04:50 PM
oshron, on 25 April 2011 - 04:42 PM, said:
It's not programmed, but it's in the Design Document.
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#48
Posted 26 April 2011 - 03:01 PM
Other than that, how long until ships have swaying/ sail animations?
#49
Posted 04 May 2011 - 07:58 AM
satchitb, on 25 April 2011 - 10:51 AM, said:
But I think, with some limits it would be nice.
#51
Posted 07 May 2011 - 08:01 PM
So, if replenishing resources cannot be implemented, maybe you should increase "resource" amount in trees/stones? If, for example, tree "has" 200 wood in it, maybe we should increase this number to 2000? Or even 5000? So, during gameplay, only few trees would be cut in an hour?
And will there be any "Wonder" buildings - like in AoE II?
#52
Posted 07 May 2011 - 08:40 PM
#53
Posted 07 May 2011 - 08:44 PM
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#54
Posted 07 May 2011 - 08:45 PM
#55
Posted 07 May 2011 - 09:04 PM
Aquila, on 07 May 2011 - 08:45 PM, said:
13 <ResourceSupply> 14 <KillBeforeGather>false</KillBeforeGather> 15 <Amount>150</Amount> 16 <Type>wood.tree</Type> 17 </ResourceSupply>
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#56
Posted 07 May 2011 - 09:10 PM
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I sometimes like to play a game for few hours. Slowly developing my village/city, defending only, and after fun from having a huge and wealthy city disappear - finish off the enemy.
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Great! Thanks!
#57
Posted 02 June 2011 - 12:12 PM
I really like the idea that you could play forever, rather than harvesting everything on the entire map and then having nothing. But only if you make an effort to avoid deforesting everything.
Maybe eventually implement a high level tech where you can dig out quarries to get more stone and mines for metal. I don't remember which game it was, but I remember one where you would mine a resource, and it would run out, but then you could mine deeper and get more of the resource. I may be thinking of Anno 1602.
I also like the idea of being able to generate metal through trade.
Right this instant I have just had a thought, what if you could kill certain animals and sell their pelt for metal? I find the thing with the way this game (and AoE style games) works is that you initially kill a few animals and gather some berries, then you build some farms and for the rest of the game they serve no purpose. It could be interesting to bring some sort of greater use for animals into the game.
this is pretty much what I do.
#58
Posted 02 June 2011 - 04:22 PM
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#59
Posted 02 June 2011 - 05:58 PM
If the population is ever above the carrying capacity, the population starves till it falls below capacity. (eg, what happens to the lions when people kill half the deer population.)
The population grows fastest when it is far below capacity (more resources per member of the population) and slowest when it nears capacity (fewer resources per population)
*optional* When the population falls below some critical value, there are no longer enough members to restore the population, it will eventually go extinct.
Determining the carrying capacity at any give time would be easy enough I think. For herbivores, we just take the grazing area and multiply it by some constant (1 acre can support 10 deer. If we have 30 acres, our carrying capacity is 300 deer.) Thus when a player builds buildings, he decreases space and lowers carry capacity. Carrying capacity for predators would be easy too, just relate it to the number of prey items avaliable. So when the prey population decreases, the predator population will fall till there are enough prey to support it.
With four equation\s, I think we could make a very lifelike predator/prey model emerge in the game.
Edited by gudo, 02 June 2011 - 06:01 PM.
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#60
Posted 03 June 2011 - 01:56 PM
(Incidentally I happened to see some documentary recently which rubbished the idea of modelling ecosystems as mathematically stable systems, since they're actually not stable at all - they're constantly changing, and after a sudden disruption they don't return to their original state. I think the programme may have made some potentially dubious claims, but it sounded convincing that stable systems were an inaccurate oversimplification of real life, so it probably wouldn't be "very lifelike"
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