Development mode
- Alexander82
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Development mode
I'd like a mode were at the start of the game you already have a certain amount of tcs and can't move out of a certain area.
You can produce anything you need and build your base until a certain turn (set by the map creator) after which the real game starts and players can finally begin hostile actions.
This way you can develop your army even if you are playing in small maps and build a decent base even if you spawned in the middle of the map.
You can produce anything you need and build your base until a certain turn (set by the map creator) after which the real game starts and players can finally begin hostile actions.
This way you can develop your army even if you are playing in small maps and build a decent base even if you spawned in the middle of the map.
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- Sunrise Samurai
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Re: Development mode
So treaty mode, like age of empires 3, but enforced by movement restrictions as well as combat prevention. Force starting tcs to all be within the confined spaces, and you've got a good idea. This lets us research and build up in peace for a few turns, without early rush tactics being a danger.
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Re: Development mode
than what is ther point in playing those turns? you could simply checkbox which buildings and techs u want in a cost of that many turns. so you can start playing instantly with an army/building/tech you have chosen for that cost
- Sunrise Samurai
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Re: Development mode
It allows you to choose placement and order of such things. One person might start on a barracks, archery range, and blacksmith, while another goes for a blacksmith and instantly starts a castle.
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Re: Development mode
trueStratego (dev) wrote:than what is ther point in playing those turns? you could simply checkbox which buildings and techs u want in a cost of that many turns. so you can start playing instantly with an army/building/tech you have chosen for that cost
Thanks!
Josh
Josh
- DoomCarrot
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Re: Development mode
Well it prevents my favorite strategy, rushing.
The day is coming when a single carrot, freshly observed, will set off a revolution.
- DoomCarrot
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Re: Development mode
It might be fun though, butbit would require some tweaking I think to balance it so bases do not become to invincible
The day is coming when a single carrot, freshly observed, will set off a revolution.
- Alexander82
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Re: Development mode
Is that possible?Stratego (dev) wrote:than what is ther point in playing those turns? you could simply checkbox which buildings and techs u want in a cost of that many turns. so you can start playing instantly with an army/building/tech you have chosen for that cost
That would be great.
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Re: Development mode
literally everything is possible, only time is our enemy
- Alexander82
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Re: Development mode
That's why I proposed some no offense turns. Seemed easyer to do.
Age of Fantasy design leader
- Alexander82
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Re: Development mode
I also was thinking... if we give a player 50 turns woth of production can we still bind them to a maximum turn cost?
For example the uruk hai progression is 27 turns long and this way a player might start with maxed uruks from the beginning.
Simulating a certain amount of turns in a restricted area of the map would prevent that kind of dynamics.
For example the uruk hai progression is 27 turns long and this way a player might start with maxed uruks from the beginning.
Simulating a certain amount of turns in a restricted area of the map would prevent that kind of dynamics.
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- Sunrise Samurai
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- Alexander82
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Re: Development mode
It is true that using that would leave the player with very few starting units but without trying it is difficult to tell if it'll be balanced or not.Sunrise Samurai wrote:....maxed uruks from the start. Scary thought....
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- Sunrise Samurai
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Re: Development mode
I'd say give each player 3 tcs, 3 factories, 1 mega building, and 10 turns production in each. This means you can't start with extremely high level techs, and instead have a better simulation of early turns.
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