Info on the upcoming 0.40 update

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Mattk50
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Mon Dec 03, 2012 10:48 pm

Really glad to hear this is the stuff thats coming up, new character models and stuff is nice but the gameplay is what I'm here for. Can't wait to fight over wells and see villages die out over lack of water and all that fun stuff.

Also the xcom style research system could be really good, if done right. Xcom is a game with a finish though, imo it should be done in a somewhat different way that allows solid gameplay even after you've managed to research a lot. Something for your scientists to keep working at. Maybe some sort of technology degradation if you dont have your scientists keeping things running smoothly?

Also, how will the AI handle research?

Potocobe
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Tue Dec 04, 2012 2:32 am

I would like to see some crossover training/research options in the future. Say a certain research topic like advanced construction needing a really good builder to lend their expertise and help research the advanced tech. Something like this could slow down the constant research as players try to train up high skilled workers in other disciplines so they can help out.

X-com really runs out of stuff to try for near the end doesn't it? It just needs to be slower to finish research or have random events like MOO2 where the science project can hit snags or have breakthroughs that change the rate of advancement. I wouldn't want my stuff or knowledge to wear down or go away if I decide to mess with other things for a while.

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Kamos
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Tue Dec 04, 2012 8:12 am

I'm just rather curious as to whether this means we will have AI minions in our towns now.

Moonracer
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Tue Dec 04, 2012 7:42 pm

Kamos wrote:I'm just rather curious as to whether this means we will have AI minions in our towns now.
That will be interesting. If that comes later then we will either leave part of our party in town to mine and farm all the time or max the timescale until tasks are completed. Currently there is no reason to split up your party, but that sort of management could be interesting.

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toaster Assassin
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Wed Dec 05, 2012 3:35 pm

Seeing how your units have a labouring skill, I wouldn't be surprised if you used some of your party for such tasks. But then again, why do that if you have slaves?
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Kilgore
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Wed Dec 05, 2012 7:12 pm

Very minor thing, but why is it called rum if it uses wheat? Vodka, whiskey, or just spirits would be more accurate. Soju or Baiju would also fit the flavor thus far.

It doesn't really matter though. And honestly I'm terribly excited for this release.

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Blxz
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Thu Dec 06, 2012 8:21 am

Kilgore wrote:Very minor thing, but why is it called rum if it uses wheat? Vodka, whiskey, or just spirits would be more accurate. Soju or Baiju would also fit the flavor thus far.

It doesn't really matter though. And honestly I'm terribly excited for this release.
Good point. Although i think rum is already a commodity in-game so it could simply be an item of convenience until the system is more fleshed out. But of course things like beer can also be made from wheat so that makes as much sense as the others.

And yes, this next update has me on the edge of my seat.
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Kamos
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Thu Dec 06, 2012 9:29 am

The developers avatar features a pirate. He could make rum with a rusty tire and moldy tomato soup.

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toaster Assassin
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Thu Dec 06, 2012 3:33 pm

No no, spirytus rektyfikowany FTW (who agrees with Toaster on this?)
Kamos said: make rum with a rusty tire and moldy tomato soup.
Hey, that is a treasured family recipe. :evil:
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Hellhound1
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Thu Dec 06, 2012 6:52 pm

Kamos wrote:I'm just rather curious as to whether this means we will have AI minions in our towns now.

From the front page:
Chris wrote:Your guys or workers slave away at a stone mine
Or workers? AI workers plz.
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Tolwrath
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Fri Dec 07, 2012 6:37 pm

Does this mean we'll be getting a food and/or water meter for our troops, along with the necessity of carrying rations when you go wandering out into the desert?

sumo0
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Sat Dec 08, 2012 7:42 am

This upcoming patch is really exciting for reasons that OP already mentioned. I'm waiting impatiently for this patch.
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Sat Dec 08, 2012 8:18 pm

Later on there will be AI guilds that offer various workers for hire, to run your base for a wage.

I'm still undecided about food and water. I would like it as a survival requirement because it makes your base management more interesting, but I don't want the micro-management of making sure all your men have enough food all the time, or constantly running off to get food when they should be manning a turret.

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1337
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Sat Dec 08, 2012 8:32 pm

Maybe you should have some kind of radius around a water well: If people are inside that radius they don't get thirsty and if they are outside that radius they get thirsty and die after some time, or fight less effectively.

This would force people to move their army strategically around the desert and seems pretty realistic without going too much into micromanaging. I can already see the constant fighting around well-placed water wells.
Same for food maybe. The nearer to food source (like farms) you are, the less hungry you get.

Add some food, waterbottle items to survive in the harsh desert when you want to go far away from water wells and that could work.

Just an idea on the fly... ;)

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Kilgore
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Sat Dec 08, 2012 11:48 pm

1337 wrote:Maybe you should have some kind of radius around a water well: If people are inside that radius they don't get thirsty and if they are outside that radius they get thirsty and die after some time, or fight less effectively.

This would force people to move their army strategically around the desert and seems pretty realistic without going too much into micromanaging. I can already see the constant fighting around well-placed water wells.
Same for food maybe. The nearer to food source (like farms) you are, the less hungry you get.

Add some food, waterbottle items to survive in the harsh desert when you want to go far away from water wells and that could work.

Just an idea on the fly... ;)
I do like this idea, and generally the idea of requiring food and water for solders. Another option may be to have a general stockpile for food and water for an outpost and have it go down based on population. When outside of the outpost, then a radius method based on solders with those goods should be used to prevent having to shuffle food and drink around in order to feed everyone.

A general stockpile or something of that nature would be good for towns and outpost as hopefully it could be expanded to make supply and demand dynamic, sort of like Patrician.

dragyouintohell
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Sun Dec 09, 2012 4:43 am

You could just make it so that someone is assigned to running water and food to the men manning the turrets and stuff. If they're out in the desert, and they have enough food and water, then you could have carts loaded with food and water and if they're in that radius, they'll run to get water and food when they need it.

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Mattk50
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Sun Dec 09, 2012 7:07 am

Chris_The_Great wrote:I'm still undecided about food and water. I would like it as a survival requirement because it makes your base management more interesting, but I don't want the micro-management of making sure all your men have enough food all the time, or constantly running off to get food when they should be manning a turret.
I dont think your men running off is necessarily a bad thing, if its done right. like, in the case of the turret, you could be expected to keep an extra man assigned to them so they can rotate out as necessary. And if you're going for a stealth approach to attack a city (if that is ever implemented) those sort of cycles and natural movement around a base is required, so they arent just standing there eternally waiting for something to attack. Would make places feel more alive too, if theres regular "oh i gotta go grab some food".

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Santaissick
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Sun Dec 09, 2012 11:09 am

I'm thinking that same kind of system that Celtic Kings - Rage of War has. (If there is anyone who is familiar with it ;) )


Every single unit has personal food but they share it with friendly units nearby. For example, there is 4 archers hanging around on a desert and they all have 5/20 food. Then lonely swordsman, who has been on a long trip and is slowly losing health because he has run out of food (0/20), approaches. When he comes near enough (or on a "radius" that every unit has) they share their food so that no one dies to starvation. It's passive, units don't have to "hand" the food to each others. Archers just all loose one food and swordsman gets four foods. In the end, everyone involved has 4/20 food.

Towns and buildings all have own food storage, everyone inside the town will get 20/20 food as long as there is food left. Food carts can carry up to 1000 food and they can go with armies. All units near will have 20/20 food as long as the cart has food left. With this system, it doesn't matter if you have gigantic army with only one food cart, men will share to food even if the food cart is only near enough one man in the army.
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Blxz
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Sun Dec 09, 2012 2:56 pm

My opinion on the matter, for what it may be worth to some of you, is that I do not want this to be a food/water survival simulator. If food is involved I'd be happy if it were very abstracted and/or very infrequently required.
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toaster Assassin
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Sun Dec 09, 2012 3:13 pm

Mattk50 said: I dont think your men running off is necessarily a bad thing, if its done right. like, in the case of the turret, you could be expected to keep an extra man assigned to them so they can rotate out as necessary. And if you're going for a stealth approach to attack a city (if that is ever implemented) those sort of cycles and natural movement around a base is required, so they arent just standing there eternally waiting for something to attack. Would make places feel more alive too, if theres regular "oh i gotta go grab some food".
That approach was taken by the developers of Cultures and result was horrible. (multiple civilians deciding to run toward the invaders because of one food bush = bad). There will be major problems for the player if they have a lot to manage under those circumstances.
1337 said: Maybe you should have some kind of radius around a water well: If people are inside that radius they don't get thirsty and if they are outside that radius they get thirsty and die after some time, or fight less effectively.
The radius idea is rather good. Every town would need a well/farm to sustain itself and hungry/thirsty dust bandits would be attracted to the same source. (More reason to raid and pillage)Also, is anyone thinking poison well?In terms of food and drink, farms/wells can produce (ration packs/or as you said water bottles). These packs would be based on the number of days they can be used.
Example:

Light rations:
days: 1 full day

Medium rations:
days: 2 full days

Large rations:
days: 3 full days.
These rations can be stackable and more effective ones can be researched (i.e. salt preservation, glass bottling,canning,ect..)
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