Quote from Excalibur
PLEASE GIVE IDEAS OF WHAT TO PUT IN THE HELP BEACON. THIRD TIME ASKING KTHNX.
- Description of all buildings which give you income specifying the amount of income they give.
- Enumeration of buildings which advance you to the next age.
- Specification of buildings which make wonders may also help.
- Probably some basic help about initial strategy (that bunkers are strong, that upgrading your special is generally good and etc.)
Considering the help representation you can additionally make an in-game tips appear randomly in time giving hints to players. These in-game tips could be toggled on/off by clearing the "show tips" flag in the options menu.
Quote from ClansAreForGays
Quote
I was putting everything in advancing to the iron age as fast as I can.
Excalibur, please consider number 3 of mine one more time, because there is one more person which messed up with this exactly they way I did. Moreover, in case you have just thought to put this in help, these kinds of things when put in help (like ones "don't do this ...", "be careful with that ..." and etc.) usually apprehend very purely. The best way to avoid them is to make things intuitively clear.
Below I continue my numeration.
27. (In addition to 17) The fog of war for purple is broken. Most likely there are the other players with the similar issue.
28. Victory and defeat conditions. When someone got defeated (all buildings destroyed) he is not kicked out of the game because of the cerebrate building. Probably this is the way it should work but then it is impossible to win when the only players left are defeated players which just sit there.
29. (Addressing 37) Usually this is such a hassle upgrading extractors when you reach the next age. It turns into the nightmare when you got more and more land. Probably consider to upgrade they automatically as one reaches the next age.
30. Make the morphing into specials faster (for the zerg at least).
31. This is very annoying that specials don't follow rally points. Nothing you can do about this except of completely considering the redesign though.
32. There are big issues with the balance. Can't tell what is wrong in particular and how to fix it (moreover the last is your job ). Generally it is about specials. As I've mentioned the lack of supply requirements make specials easy to mass which is devastating in addition to them having more hp, base armor, attack and initial technologies. This makes the strategy which is about "tech to specials as fast as you can and then mass them plus upgrade" very hard to oppose. Especially with the long time required to upgrade to the next age. Till the time which is required to upgrade to the next age, one can have so much upgrades for his specials of the previous age that they will easily pwn all units of the next age (for example hydralisks with +5/+5 upgrades can pwn most of the iron age I believe). I believe nations with specials in the golden age have absolutely no chance, not to say that someone upgrading to the golden age in a game is hardly to happen ever. As for now the game usually finishes at the start of the iron age.
33. (Addressing 32, fixing 30 and 31) My suggestion there is to abandon the specials being heroes. Just giving the technology upgrades for the nations specials should suffice. In particular hydra speed/range upgrades, ling movement speed/attack speed upgrades, ultralisk speed/armor upgrades, zealot speed, goon range, bat/rine stim, rine range, ghost sight (lockdown probably), vulture speed/mines. Though you must abandon such units without tech upgrades as goliaths, archons and etc. You can replace them with the approach of nations having different upgrades for the same unit (like one nation has hydra speed upgrade only and the other has the hydra range only and etc.).
34. Another issue with the balance is that at some point in the game there are so many minerals that you can't spend them all. On the contrary there is generally quite little gas.
35. (Addressing 34) Don't you want to make support of the regular army cost minerals per second (minute, hour, day, month, year or whatever )? If there is no minerals there is a rebellion and some of your regular army units are given to the computer (and/or the other players, why not?).
36. (Addressing 34) Don't you want to upgrade the income from a gas unit in different ages? For example having gas multiplier x3 in the bronze age, x4 in the iron age and x5 in the golden age (adjusting prices x3 accordingly).
37. There is a problem of a huge empire. From some point it becomes hard to handle everything and to expand further. The game becomes more like a hard job than a fun entertainment. You might want to introduce some kind of penalties for huge empires to hold the growth, with bigger empires being able to sustain bigger army but smaller empires being more rich.
38. In case you consider 37, probably you might want to add victory conditions the other than physical devastation of enemies. For example collecting some predefined amount of minerals first. So that small but rich empires could also win the game.
39. (Addressing 34) Someone suggested a system to convert minerals to the gas and vice versa. I don't like this solution because it only hides the existing problems.
40. (Addressing 6) Alright, I've looked into triggers. There is nothing that should lag much except of probably constant moving of the Hanging Gardens overlords to the location. Abandon that trigger. Instead make overlords deselected and ordered back to the location when they reach borders.
41. (Addressing 20). Geysers which are not meant to mine from should be depleted to make it more clear.
42. (Addressing 21). Alright there are small islands you don't want nexus to be placeable at, but the Gotland is quite a large area with 2 geysers. Moreover there is some space to enlarge the island to the left to free space for a nexus (I've tried to enlarge myself, so I can tell for sure).
EDIT:
43. The more I think about 7 the more I convince to the solution of an "easy" implementation of a transport unit.
Quote from Wormer
The transport idea could be developed in few directions though. The easy way is to remove units from the transport and recreate them on the other side, the problem here is obvious. More tricky way is to somehow order full transports to the other side to actually transport the units.
It is quite easy and I can make this if you like. Also I can update all old system triggers which morphing specials and giving the income to adjust them to hyper triggers. Don't worry about implementation I am a good triggerer and will make it the best way. Moreover you can always refuse my work if you don't like it.
EDIT2:
44. A small bug there. The extractor which is above the letter "I" in your name on terrain is visible to all players.
Post has been edited 4 time(s), last time on Oct 10 2009, 8:52 am by Wormer.
Some.