Author Topic: Skyward Collapse Alpha 0.907  (Read 7085 times)

Offline x4000

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Re: Skyward Collapse Alpha 0.907
« Reply #15 on: May 20, 2013, 12:37:16 pm »
To me personally, I wouldn't really care about long time historical averages. The game doesn't lend itself well to that kind of thinking.

I quite agree, honestly.

What I do think would be useful, was just a simple indicator next to the resources that showed how much you gained (and only show gains) last turn. So if your wheat farms produced 30 wheat, you'd see:

[Wheat] 120 (+30)

Does that mean you'll get 30 next turn? No, but it's a pretty good eyeball estimate of how much wheat is being produced.

Err... that's been there for half a week or so. :)  It's right there in the last turn report under resources for each faction.  It shows how much you gained, how much you spent, and your net, for each resource.
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Offline x4000

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Re: Skyward Collapse Alpha 0.907
« Reply #16 on: May 20, 2013, 12:38:09 pm »
I know I'm probably an outlier in playing this game with a net book, but I would really love more keyboard shortcuts. Just the bindings, even. I'll come up with the mapping. I actually already started with Auto Hotkey.

What sort of bindings do you mean, precisely?  "open various sidebar categories?"  "directly go into placement mode for x building?"
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Offline Mick

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Re: Skyward Collapse Alpha 0.907
« Reply #17 on: May 20, 2013, 12:42:53 pm »
Err... that's been there for half a week or so. :)  It's right there in the last turn report under resources for each faction.  It shows how much you gained, how much you spent, and your net, for each resource.

If I have to open up a different window to see it every turn, it's not there. :P

Offline x4000

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Re: Skyward Collapse Alpha 0.907
« Reply #18 on: May 20, 2013, 12:48:41 pm »
All right, I'll add those hovers to the sidebar tooltips for the raw resources. ;)
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Offline Penumbra

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Re: Skyward Collapse Alpha 0.907
« Reply #19 on: May 20, 2013, 12:55:03 pm »
What sort of bindings do you mean, precisely?  "open various sidebar categories?"  "directly go into placement mode for x building?"

I would like a binding per "sidebar category" and then, with a category open, a separate binding for each item. Kind of like most RTS games, actually.

Mantis here.

Offline x4000

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Re: Skyward Collapse Alpha 0.907
« Reply #20 on: May 20, 2013, 01:00:00 pm »
Gotcha.  No promises on prior to 1.0, but I'll see what I can do.
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Offline Mick

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Re: Skyward Collapse Alpha 0.907
« Reply #21 on: May 20, 2013, 01:02:50 pm »
All right, I'll add those hovers to the sidebar tooltips for the raw resources. ;)

Sounds great!

Offline PokerChen

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Re: Skyward Collapse Alpha 0.907
« Reply #22 on: May 20, 2013, 01:04:43 pm »
I know I'm probably an outlier in playing this game with a net book, but I would really love more keyboard shortcuts. Just the bindings, even. I'll come up with the mapping. I actually already started with Auto Hotkey.

You're not the only one, but I only demand a good short-cut system for real-time games - and I prefer a grid-based setup where everything is in finger-range. P for patrol? My left hand does not want to fly across the keyboard for that... :P

Offline orzelek

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Re: Skyward Collapse Alpha 0.907
« Reply #23 on: May 20, 2013, 01:07:38 pm »
I had mantis for this:
http://www.arcengames.com/mantisbt/view.php?id=11410

Basically you would take all unit producers and pick their unit with "next in queue" tag (if it has it's prerequisites present at moment of counting).
For each unit take it's cost in raw resources and divide by it's builders cool down.
Then sum all of that and present for us to read :D

It's a bit complex on paper... and quite complex to calculate manually.
But for me it says one thing: how large production per turn of given resource I need to be able to produce all my units without wasting turns. I think that it could be named average military cost per turn. Or something along these lines :D

Also from small usability improvements:
http://www.arcengames.com/mantisbt/view.php?id=11583

PS.
I really miss GUI suggestions category in mantis sometimes.

PS 2.
Ballistas attack range... really ? 12 tiles... it shoots almost through town to towns behind them.
« Last Edit: May 20, 2013, 01:18:23 pm by orzelek »

Offline x4000

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Re: Skyward Collapse Alpha 0.907
« Reply #24 on: May 20, 2013, 01:19:07 pm »
I had mantis for this:
http://www.arcengames.com/mantisbt/view.php?id=11410

Basically you would take all unit producers and pick their unit with "next in queue" tag (if it has it's prerequisites present at moment of counting).
For each unit take it's cost in raw resources and divide by it's builders cool down.
Then sum all of that and present for us to read :D

It's a bit complex on paper... and quite complex to calculate manually.
But for me it says one thing: how large production per turn of given resource I need to be able to produce all my units without wasting turns. I think that it could be named average military cost per turn. Or something along these lines :D

And yet it wouldn't tell you the right amount, because you're assuming that all the resources will actually be present at the future time, and a variety of other things.  And as I've noted elsewhere, this kind of planning is pretty futile because if you're planning a razor-thin economy you're bound to lose anyhow because of woes and whatnot.  You always want a surplus, and that's fairly straightforward to gauge with the current system.
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Offline orzelek

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Re: Skyward Collapse Alpha 0.907
« Reply #25 on: May 20, 2013, 02:01:16 pm »
Do you consider one shotting a god cheese?
If yes then recipe is:
1 god
1 Fenrir
1 Giant
and to make the action final:
1 commandment.

Also I had a bit of a puzzle with commandment. I placed one on enemy god on rampage.. and none of around 10 units even tried to touch the guy.

Offline x4000

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Re: Skyward Collapse Alpha 0.907
« Reply #26 on: May 20, 2013, 02:03:43 pm »
I don't really consider that cheese, given what you did.  Though it might be something that could stand to be better balanced, we'll see.  But it's not some almighty cheat or anything; really the decision to kill a god is hard enough with an opportunity cost.

For the commandment, units only will go to the tile the commandment is on.  So if the god moves, that's it!
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Offline orzelek

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Re: Skyward Collapse Alpha 0.907
« Reply #27 on: May 20, 2013, 02:12:13 pm »
God did not move at all. Units were fighting around him - god was also killing some of them.
But none of the units did attack the god.
Only way I managed to actually hurt a god is with that fenrir+giant trick.
Sadly I don't have the save with the commandment.

Offline x4000

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Re: Skyward Collapse Alpha 0.907
« Reply #28 on: May 20, 2013, 02:15:17 pm »
Hmmm, that definitely sounds like a bug then!  Not sure what to make of that.
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Offline orzelek

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Re: Skyward Collapse Alpha 0.907
« Reply #29 on: May 20, 2013, 02:18:34 pm »
I actually had a save from a bit earlier so managed to reproduce this - reported the issue:
http://www.arcengames.com/mantisbt/view.php?id=11591

I also finished medium game with total score of 43440. Sadly attempt to kill the god that was meant to up the score failed.
One god kill is in that score along with few k for token use.
Game was started before difficulty revamp as Medium 2. Not much points should be missing from token use since I only played age of man with version without score on them.