What do you want next?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.

What features would you like added first?

Sleeping + healing -> leading to carrying your wounded -> leading to buying buildings -> research + crafting
244
23%
Simple jobs + missions, dialogue
231
22%
Add endurance and fitness elements (easy)
93
9%
More factions and enemies, variety and intelligence
107
10%
Multi-threading (means that performance will skyrocket and we can have whole armies running around) (big job)
338
32%
Other
29
3%
 
Total votes: 1042
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Blxz
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Sat Apr 28, 2012 2:08 pm

Kamos wrote:Well that's sort of what I meant about Carthage. They lacked a strong central military based around Carthaginians themselves. Hence they had to employ mercenaries, Iberian, Gauls and Numidians among others. It's hard to pull up an army from that like what the Romans could especially when they lost Iberia, the Numidians switched sides and Gauls weren't readily accessible(though still present throughout the war). Had they a strong central core of Carthaginians as the Romans had a strong core of Romans they would have fared better.
True, the thing with the numidians switching sides and the others turning on them in some part was due to poor policy choice though. For example between the 1st and 2nd punic wars Carthage had the mercenary rebellion. After losing the first punic war (over sicily) a few things happened and it basically amounted to them not paying their mercenaries enough. So they turned on them. This was when rome decided to quickly sneak in and take Corsica and Sardinia.

Rome suffered similar problems in the Social Wars (between the 2nd and 3rd punic wars I think....?). Basically many of the Roman allies in Italy turned on them. Rome wasn't as homogeneous as it is portrayed. At least half of their armies were allied forces; southern Italian forces and various other italian non-citizen armies. (MUCH later it was virtually all foreign mercenary based) They had serious rebellion issues when Hannibal was doing his little journey through southern Italy. The main reason hannibal lost in the end was a lack of support from Carthage proper....politics. :roll:

It wasn't until after the social wars that citizenship started to be extended to the other italians; it wasn't until the time of Augustus (first emperor - died 14AD) that citizenship was extended to people's outside Italy itself. So the thing is that in many cases Rome and Carthage were very similar. If Carthage wasn't busy playing silly buggers during the wars then they could have potentially won.
p­ie

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txfirefighter
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Sat Apr 28, 2012 3:08 pm

im enjoying this. im fascinated by ancient history. just never read about it much except what is in Rome Total Realism and Roma Serructum. :D

...and wikipedia some.
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Prezo
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Sat Apr 28, 2012 3:59 pm

(we should totally start a history thread)

I pretty much third everything about the weapon crafting, the western cultures (I'm looking at you Celts) actually were making equal or better weapons than the Japanese Katana a good 400 or so years earlier.

Later on they were doing fantastic things with twisted and plaited rods of metal making up the core of the weapon, made an absolutely beautiful blade

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txfirefighter
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Sat Apr 28, 2012 4:59 pm

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Dimler
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Tue May 01, 2012 3:22 pm

Once building ownership is implemented, I think it would make sense if the building had its own management window, to help with customization. so like once you bought a building you could click on it and set it up for training, trading, medical use, manufacturing, etc. and even assign people to work in the building.

for example, you buy a building and then set it up for training. you could assign a person or persons to the building to be your designated trainer. they would train your other henchmen in combat and tend to their injuries if they get hurt. you could also set it up so you can assign people to be students there as well. that way you could hire a new henchman and then just plop him in the school and let him auto train while you tend to other things. you could even go so far as to select what skills you want them to train or prioritize certain skills like dexterity over strength.

I could easily go on but I have a tendency to ramble.

UltimaVirus
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Wed May 02, 2012 3:45 am

Dimler wrote:Once building ownership is implemented, I think it would make sense if the building had its own management window, to help with customization. so like once you bought a building you could click on it and set it up for training, trading, medical use, manufacturing, etc. and even assign people to work in the building.

for example, you buy a building and then set it up for training. you could assign a person or persons to the building to be your designated trainer. they would train your other henchmen in combat and tend to their injuries if they get hurt. you could also set it up so you can assign people to be students there as well. that way you could hire a new henchman and then just plop him in the school and let him auto train while you tend to other things. you could even go so far as to select what skills you want them to train or prioritize certain skills like dexterity over strength.

I could easily go on but I have a tendency to ramble.
I actually was thinking the same thing about it! The idea is great so I totally agree. It goes without saying that the effectiveness of the training would be directly related to the skill of the teacher. Then again, as with many ideas, there is still no concept of time in Kenshi so it makes me wonder how things will be organized.

aattss
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Mon May 07, 2012 1:38 am

The maker of this game has said that all "missions" will be emergent, so the only mission would be to, for example, change the tide of a war. However, for that, there would need to be more and better factions. So, yeah.

Second would be any polishing you could do (i.e. pathfinding and bugs)

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toaster Assassin
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Mon May 07, 2012 4:18 am

aattss said: The maker of this game has said that all "missions" will be emergent, so the only mission would be to, for example, change the tide of a war. However, for that, there would need to be more and better factions. So, yeah.
Are you describing the game as it currently stands or as predicted when completed? Basically, are you trying to say that currently all you can do as a mission is change the tides of random wars you encounter?

All events are in real-time. faction movements and territories will change even when you are not present. As for trainers, if implemented, one would assume that the henchmen in training would gain experience based on how long they were training (similar to how they gain fighting experience now). My guess is that if trainers are implemented they would act as a bonus to decrease the time needed for the henchman to gain the skill.(more skilled teacher = certain percentage of time decreased for skill to go up.
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Dimler
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Mon May 07, 2012 8:40 pm

I was just using the training thing as an example of how you could set up the buildings to automatically operate. I could just as easily have used an example with a building set up to be a store or hospital. I only went with training because we all have a pretty good Idea of how skill leveling works. but I could be wrong. I'm just saying that a customizable level of automation in buildings and cities we control would be extremely welcome on my end.

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toaster Assassin
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Mon May 07, 2012 8:56 pm

There probably will be some level of Custom automation for cities,buildings and people. Eventually there will be lots of units to control and lots of tasks to be done, so an option for automation would be very likely. Trying to micromanage several towns full of businesses and gatherers plus an army would be kinda a pain in the ass without one :lol:
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txfirefighter
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Mon May 07, 2012 9:37 pm

agreed. what if you just conquer a town? people and all?
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toaster Assassin
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Mon May 07, 2012 9:41 pm

PEOPLE OF BRINK, I AM YOUR NEW GOD!!!!!


I wonder if the town population after capture will try to turn on me if I have only a few soldiers guarding 'em later.
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txfirefighter
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Tue May 08, 2012 1:06 am

not if they get a discount at crazy vasili's
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aattss
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Tue May 08, 2012 2:57 am

toaster Assassin wrote:
aattss said: The maker of this game has said that all "missions" will be emergent, so the only mission would be to, for example, change the tide of a war. However, for that, there would need to be more and better factions. So, yeah.
Are you describing the game as it currently stands or as predicted when completed? Basically, are you trying to say that currently all you can do as a mission is change the tides of random wars you encounter?

All events are in real-time. faction movements and territories will change even when you are not present. As for trainers, if implemented, one would assume that the henchmen in training would gain experience based on how long they were training (similar to how they gain fighting experience now). My guess is that if trainers are implemented they would act as a bonus to decrease the time needed for the henchman to gain the skill.(more skilled teacher = certain percentage of time decreased for skill to go up.
http://www.lofigames.com/index.php?opti ... &Itemid=55

Besides, most games are about winning random wars, though often with fantasy cliches.

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txfirefighter
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Tue May 08, 2012 3:37 pm

Firstly, the game is not based around scripted events, or even scripted AI. I am aiming for a mostly emergent game, that means basically that everything that happens occurs as a result of interacting forces, rather than being specifically scripted to happen. Mainly this means factions, nations and individuals pursuing their own goals will cause events to occur in the game world. The player may run into these events, hear about them, or just see the after effects (or warning signs).

if you dont step up and stop red from getting too powerful then it will be too late. :) fun stuff.
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Tue May 08, 2012 6:32 pm

If red gets to powerful, you'll have to make a coalition with your neighbours (grammar?) and destroy red. Hope the diplomatic engine will allow doing in depth stuff like that, would be pretty interesting but it's probably not that easy :?

You should always proofread carefully to make sure you didn't any words out.

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txfirefighter
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Tue May 08, 2012 7:20 pm

but what is cool is while you try to win over your neighbors and get their support red is attacking you while also being attacked by green. orange allies with red and attacks you.

yellow (who you are trying to get) hates orange and helps you kill them while at the same time aiding you in your fight vs red while not outwardly saying "we hate red!"

:shock:

this is too much!

green meanwhile gets more and more powerful and attacks everyone.............
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toaster Assassin
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Tue May 08, 2012 8:01 pm

Little did you know yellow was sending supplies to green, which resulted in red hating yellow and you for trading supplies to yellow........
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Tue May 08, 2012 9:00 pm

yah you summarized it well in a concise and precise manner, but don't you go and forget about pink; they act like switzerland but orange, red, yellow and green know pink is just waiting for a chance. While red and orange can't go all out, you could win yellow and cornflowerblue over still entertaining green... but it all depends on red, black and Crazy Vasili's precise situation and politics.
Anyway wasn't blue in the middle of a powershift? We could use that maybe...

edit: - for hate, + for love, = for neutral (just made us white cause we still don't have a color i think...)
white - red - green
red + orange - white
orange - yellow = white
red - yellow + green
cornflowerblue = white = green
pink = all
black - all
crazy vasili's + all (or not :/ )
blue

You should always proofread carefully to make sure you didn't any words out.

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txfirefighter
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Tue May 08, 2012 10:54 pm

it all comes down to crazy vasili. he, after all, owns you.
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