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Member Since 16 Jan 2010
Offline Last Active Today, 03:25 PM

Posts I've Made

In Topic: Multiple battles in same place

18 December 2014 - 06:36 PM

With the given scenario (two attackers independently attacking the same planet) I would have the attackers fight each other, then the survivor fights the planet. This gives an advantage to whoever owns the planet itself, and mirrors a bit of history - occasionally two independent armies WOULD go for the same fortified place at the same time, and when that happened they would often tear each other to pieces over the "right" to take the planet, weakening themselves past the point of actually being able to take it.


So for any fortified or otherwise conquerable area, that's how I'd do it. If the fight lasts more than one turn, the fortified area fights no one - unless they choose to specifically attack one fleet, maybe?


For three different fleets meeting out in space somewhere (assuming that is possible in your game), you can try to decide on other factors (do fleets have a "speed" attribute of any kind? If so, the two fastest fight first), or have the game try to guess what will give the player the most fun - and what THAT means is entirely up to you. As battles can last more than one turn, you may need to have a system where either defeated fleets "flee" a short distance or multiple hostile fleets can actually occupy the same tile, even if only two can fight each other at a time.

In Topic: Macroeconomy

16 May 2014 - 08:06 AM

Here's another fairly simple question: How long would the economy be able to run itself, without interference with the player, before disaster strikes? So far the various moving parts you've described don't need/allow much input from the player, except tariff rates and taxes which govern how much money the government pulls in. What does the player use that money for?

In Topic: Macroeconomy

13 May 2014 - 09:15 AM

...And they want *DIFFERENT* things biggrin.png There is a conflict inside the society. That's the primary thing I want to "change".


Alright, I think I've got a better handle on your aims now. (I also agree that Tropico tended to be way too easy. One of the newer ones had some sliders you could adjust at the beginning of the game, and I always jacked them way up to make the game as hard as possible).


Well, as Shane mentioned you're going to have some serious work to do on the AI front even for a simple self-directed economy. Though to be honest, that sounds like a lot of fun too.


I think it will be important for their to be a fairly large amount of detail to your map so that a lot of differentiation happens with regards to choice building locations. That way you won't just have conflicts between rich and poor, but even competing rich factions. Take the following situation: A factory baron and a shopping mall conglomerate both want the same location because of reasons. The surrounding population is heavily in favor of the shopping mall, but the land is already owned by the factory baron. The locals try to block the construction legally, and at the same time the conglomerate offers to buy the land fairly cheaply. Being that this is a dictatorship (or something like it) you can either choose to allow the factory to be built, or not.


Allowing it makes the people unhappy (though it will open up lots of jobs, which might help your overall situation if you have high unemployment), and will displease the conglomerate, but will please the factory owner and perhaps the unions who will have more workers/dues payers.


Denying it makes the people and the conglomerate happy, but pisses off the factory barons - and because they already own the land, if they refuse to sell to the conglomerate you might have a big unfinished building and useless plot of land sitting there for awhile, when you could have had productive use. Forcing the baron to sell will just piss them off more (but it could be an option).


The above scenario springs out of the simple fact that construction is expensive, and some places are FAR more attractive (and cheaper) to build on than others. "Location, location, location," as they say.


I'd actually suggest that the player represent a "legislature" of some sort rather than an out and out dictatorship, as you will need to put limits on what the player can do with regards to private property (like having the ability to force the baron to sell the land or just taking it away from them) OR you will need to implement a lot of that political stuff and the danger of assassinations and uprisings if you abuse your power too much. The fun of your game will be heavily influenced by how many of the "economy's" decision you cannot change.


Anyway, those are a few thoughts of mine.

In Topic: Macroeconomy

12 May 2014 - 03:56 PM

I like this kind of game too. Have a few ideas for one, but doesn't sound similar to yours - which is more like a "Tropico meets Dwarf Fortress" kind of thing, If I'm reading it right.


So my first question is: What's the game? To what end are you trying to influence the economy? What are the benefits when you are doing well? After all, in the "real world" when governments regulate the economy to a successful degree (which we'll define here as: 'the economy is doing well'), the incumbent political party/coalition keeps power. Going back to the Tropico comparison, so long as things don't go to shit you get to keep playing.


Assuming you go a similar route, there is only one primary change that needs to take place from the basic recipe of Tropico. In that game, all buildings (except huts, which don't count) are built solely by the player. If in your simulation this is not true - buildings go up when the "entrepreneur" NPC's see an opportunity - you automatically get a few built in playing choices. For instance, environmentalists will want you to curb the building of factories and mines, while factory and mine owners will want you to help them get through red tape. Basically, nudging the interests of all these different groups one way or another will be the game. Can you think of another direction for it to go?


Seeing as I've not drawn a bevy of comparison to Tropico, I should also ask you how the vision for your game would differ from it. :)

In Topic: In need of 3D game engine.

10 May 2014 - 11:02 AM

I'm not entirely clear on what you're asking for, but I've used UDK a fair deal and it has pretty extensive GUI customization. You could look into that and see if it lives up to your requirements.