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<!DOCTYPE html>
<html dir="ltr" lang="en-US">
<head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<title>[Status] Collection of Functionality Ideas</title>
</head>
<body>
<div id="functionality_ideas">
Discuss it there: <a href="http://wildfiregames.com/forum/index.php?/topic/18399-status-collection-of-functionality-ideas/">[Status] Functionality Wishlist Proposals & Discussion
</a>
<style>
.script {
font-weight: bold;
color: #800000;
}
.mix {
font-weight: bold;
color: #000000;
}
.cpp {
font-weight: bold;
color: #000080;
}
.hi {
font-weight: bold;
color: #8b4513;
/*color: #696969;*/
}
.lo {
font-weight: bold;
color: #808080;
/*color: #a9a9a9;*/
}
.solved {
}
.comment {
color: #006400;
}
.anno {
color:#b22222;
font-size:10px;
}
</style>
<p><u>Legend</u>: <span class="script">Script</span> <span class="cpp">C++</span> <span class="mix">Mix</span> <span class="hi">High </span> <span class="lo">Low Prio</span> <span class="solved"><strike>Solved</strike></span>
<span class="comment">(comment)</span>
<p> </p>
<p>See also: <a target="_blank" href="http://trac.wildfiregames.com/wiki/GameplayFeatureStatus">Gameplay Feature Status (trac)</a>
</p>
<ul>
<li>
<strike>
<span class="mix">HybridAI</span>
</strike>
<span class="comment">(first person view, distributed command, more diplomacy and strategy options, subdued civs / rebellion / civil war / split)</span>
</li>
<li>
<strike>
<span class="mix">Campaigning</span>
</strike>
</li>
<li>
<strike>
<span class="mix">Triggers</span>
</strike>
[<a target="_blank" href="http://trac.wildfiregames.com/attachment/ticket/52/">ticket+tutorial</a>]
<span class="comment">(execute script on any possible event)</span>
</li>
<li>
<strike>
<span class="script">Storyline</span>
</strike>
(dynamic creativity)
</li>
<li>
<span class="cpp">Collosseum</span>
(gladiators, battle reenactments)
</li>
<li>
<strike>
<span class="cpp">Mod manager</span>
</strike>
</li>
<li>
<span class="cpp">Supply lines</span>
</li>
<li>
<span class="cpp">Transformation</span>
<ul>
<li>
<strike>
<span class="mix">Capturing</span>
</strike>
(slaves, variant/model change)
</li>
<li>
<strike>
<span class="mix">Surrender</span>
</strike>
</li>
<li>
<strike>
<span class="script">Conversion</span>
</strike>
(ownership/loyalty change e.g. converting priest) [<a target="_blank" href="https://github.com/0ADMods/ConvertUnit">repository</a>]
<span class="comment">(Idanwin, Radagast)</span>
</li>
</ul>
</li>
<li>
<span class="cpp">Coralling/herding</span> [<a target="_blank" href="http://trac.wildfiregames.com/ticket/1907">ticket</a>] (see also entity on entity for garrisoning as prop)
<span class="comment"></span>
</li>
<li>
<span class="mix">Mercenary system</span>
</li>
<li>
<span class="cpp">Seasons</span> (Winter, Spring, Summer, Autumn)
</li>
<li>
<strike>
<span class="cpp">Night/day cycles</span>
</strike>
<span class="comment"><a target="_blank" href="https://www.moddb.com/games/0bc-time-machine/news/development-report-day-night">The Dance of Sun and Moon</a></span>
</li>
<li>
<strike>
<span class="mix">Time</span>
</strike>
<span class="comment"></span>
</li>
<li>
<span class="cpp">Aging units</span>
<span class="comment"></span>
</li>
<li>
<strike>
<span class="script">Naval warfare</span>
</strike>
<span class="comment">(sinking, ...)</span>
</li>
<li>
<span class="cpp">Moving from ship to ship</span> (jumping et al.)
<span class="comment"></span>
</li>
<li>
<span class="mix lo">Battle on ship deck and sails</span>
</li>
<li>
<span class="mix">Ship ramming</span>
</li>
<li>
<span class="mix">Ship grounding</span>
</li>
<li>
<span class="hi">Weather</span>
Get stuck in mud or in snow while crossing the mountains
<em>Terrain layer for floods, heaps of snow, sand et al.</em>
<span class="comment">(wind, rain, mud, sand, snow)</span>
</li>
<li>
<span class="mix">Walkable Entities</span> (optional: make Pathfinder find path over entities.)
<ul>
<li>
<span class="mix">Bridges </span>
</li>
<li>
<span class="mix">Walkable walls</span> (dynamic position).<span class="anno"> (if the 1x1 pathfinder finds its way, where is Philip, we need this guy back in 0AD)</span>
</li>
</ul>
</li>
<li>
<strike>
<span class="mix">Construction of eye-candy objects</span>
</strike> (e.g. fences, trees, bridges ...) [<a target="_blank" href="https://github.com/0ADMods/Buildableeyecandy">repository</a>]
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<span class="cpp">Animal reproduction</span> (objects reproducing itself, at first simply following e.g. fibonacci)
</li>
<li>
<strike>
<span class="cpp"><a target="_blank" href="http://www.wildfiregames.com/forum/index.php?showtopic=18745">Entity on entity</a></span>
</strike> e.g. unit on wall or tree but static. [<a target="_blank" href="http://www.wildfiregames.com/forum/index.php?showtopic=18745">1</a>][<a target="_blank" href="http://trac.wildfiregames.com/changeset/15246/ps">commit</a>]
<span class="comment">
</span>
<ul>
<li>
<strike>
<span class="mix">Units on walls </span>
</strike>
(turret i.e. as props with static position, variable rotation)
<span class="comment">[<a target="_blank" href="http://trac.wildfiregames.com/changeset/15250/ps">2</a>]</span>
</li>
<li>
<strike>
<span class="mix">Visualize garrisoned units</span> as props / turrets
</strike>
</li>
<li>
<strike>
<span class="mix">Props attackable</span>
</strike>
<span class="comment">destroy props first or make them lay around</span>
</li>
</ul>
</li>
<li>
<strike>
<span class="lo">Indicate building damage</span>
</strike>
using darker shaders and attaching particles/smoke props
[<a target="_blank" href="http://trac.wildfiregames.com/ticket/2243">Allow actor changes on technology research</a>]
</li>
<li>
<span class="cpp">Special units</span> like treasure guards or standard bearers whose standard may be captured by enemies
</li>
<li>
<strike>
<span class="mix">Unit variation</span>
</strike>
<span class="comment"></span>
</li>
<li>
<strike>
<span class="cpp">Unit scale/size variation</span>
</strike> not easy to do
<span class="comment">(Radagast)</span>
</li>
<li>
<span class="cpp">Children</span> (growing entities with time, has to be logarithm or at least saturating to prevent ever lasting growing - related to unit scale/size variation)
</li>
<li>
<span class="script">School / Teaching</span>
</li>
<li>
<strike>
<span class="cpp">Acceleration</span>
</strike>
<span class="comment">e.g. uphill movement deccelerates</span>
</li>
<li>
<strike>
<span class="cpp">Turn radius</span>
</strike>
<span class="comment">depending on impulse, i.e. mass * velocity</span>
</li>
<li>
<span class="mix">Calmness</span> attribute, visualized via silhouette color / blinking to easily spot a rout / active fighting
</li>
<li>
<span class="script">Loyalty</span> attribute (towards mayor/government/chieftain)
</li>
<li>
<span class="script">Sympathy</span> attribute (towards elite units)
</li>
<li>
<span class="script">Stamina</span> attribute
</li>
<li>
<span class="mix">Cavalry rework</span> to allow for more realism: moral effect, no deep penetration into enemy lines,
</li>
<li>
<span class="mix">Changing of weapons</span>
</li>
<li>
<span class="mix">Two-handers</span> Automatically put the shield into the inventory.
</li>
<li>
<span class="mix">Two weapons at a time</span>. More choices. Unit chooses what is available
</li>
<li>
<span class="mix">Limited ammunition</span>
</li>
<li>
<span class="mix">Collecting of weapons/objects</span> (inventory, related to entity on entity and prop system)
</li>
<li>
<span class="mix">Using (any) objects as ammunition</span>, e.g. allow slingers to collect stones from the ground, arrows from the battlefields, put it in the ox cart and send it somewhere to unload it ...
</li>
<li>
<span class="mix">Armor</span>
<span class="comment">(More soft counters, less hard counters)</span>
</li>
<li>
<span class="mix">More friction</span>
<span class="comment">(between units/armies in battle)</span>
</li>
<li>
<span class="mix">Units get incapacitated</span>
if the armour is broken
</li>
<li>
<span class="mix">Commander system</span> (goes with the Hybrid semi-self-learning AI)
</li>
<li>
<strike>
<span class="mix">Goods / resources represented as objects</span>
</strike>
(carriers et al.)
</li>
<li>
<span class="mix">Consume</span> (food, water) The more units, the more difficult to feed, making the population cap superfluous. The same is valid for animals.
</li>
<li>
<span class="lo">Reproduction</span> but <span class="lo">nothing to eat means famines</span> and less births (can't be protected because parents have to search the whole day for food).
</li>
<li>
<strike>
<span class="lo">Erosion of entities</span>
</strike>
=> Less damage high density e.g. built next to each other</span>
</li>
<li>
<span class="lo">Allow units to modify Height map</span>
e.g. flattening out impassable terrain, digging a well/trap. You may
build tunnels if you are besieged and have run out of food.
</li>
<li>
<strike>
<span class="mix">Paths, roads, and streets</span>
</strike>
<ul>
<li>
<span class="script">grow</span> + only visual if units pass this way often OR if the mayor/AI decides to
</li>
<li>
<strike>
<span class="script">construct roads</span> like walls
</strike>
(road = waypoints)
Nav via texture detection, (in)visible vehicle with road passability
</li>
</ul>
</li>
<li>
<span class="mix">Aquaduct water transportation system</span>
</li>
<li>
<span class="script">Speed depends on health</span>
(including travel medium and surface like roads)
</li>
<li>
<span class="script">History visualisation</span> (like battle reenactment) and simulation
</li>
<li>
<strike>
<span class="mix">Short pathfinder</span>
</strike>
only the formation leader executes the range check and
changes formation according to situation e.g. if narrow path only
</li>
<li>
<strike>
<span class="mix">Formation mod</span>
</strike>
Units rotate and move/distort relative to each other on impact with another formation [<a target="_blank" href="https://www.youtube.com/watch?v=tpjjz3TOKoQ&t=1min44s">crowd algorithm</a>]
</li>
<li>
<span class="lo">Custom formation shapes</span>
<span class="comment">(define your own formation shapes /rules, even on the fly)</span>
</li>
<li>
<span class="mix">Slow units if under artillery</span>
<span class="comment">Non explosive projectiles on long range don't do much harm</span>
</li>
<li>
<span class="mix">Projectile impact depends on distance</span>
(due to air friction, angle)
</li>
<li>
<span class="mix">Units can dissolve obstructions</span> i.e. enter through a building's doorstep by removing the interior obstruction <span class="anno"> (perhaps make door a destructible prop)</span>
</li>
<li>
<strike>
<span class="mix">Sun/Planets</span>
</strike>
</li>
<li>
<strike>
<span class="mix">Moon</span>
</strike>
</li>
<li>
<span class="mix">Tidal visual system</span> (after different water heights)
<span class="comment"></span>
</li>
<li>
<span class="script">Boost Morale / Calm</span>
<a target="_blank" href="http://www.wildfiregames.com/forum/index.php?showtopic=18618&p=291056">[3]</a>
e.g. Druid, Trumpeter, ... (permanent or triggered aura or splash attack)
</li>
<li>
<span class="script">Resource conversion</span> research / alchemy <span class="anno">not to confuse with unit conversion / entity ownership change</span>
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<span class="script">Rework Looting</span> - make type of loot & its look depend on more parameters
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<span class="script">Element Attacks</span> e.g. temperature/fire/steam/snow/ice
<span class="comment">Needs entity's living temperature range being defined in XML schema</span>
<span class="comment">(MuteLovestone, Veridagorin)</span>
</li>
<li>
<span class="script">Status Attacks</span> temporary damage, i.e. poision, shock and a few others
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<span class="script">Death Attack</span>
<span class="comment">permanent damage</span>
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<strike>
<span class="script">Capabilities = Talent + Skill</span>
</strike>
<span class="comment">(Talent fix. Skill can be improved via tech + experience)</span>
</li>
<li>
<span class="script">Learn / Study / Research</span>
<span class="comment">Your education facilities drive innovation</span>
</li>
<li>
<span class="script">Critical Hits</span>
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<span class="script">Soft phase transitions</span>
<span class="comment">instead of hard phase up</span>
</li>
<li>
<strike>
<span class="mix">Trainable Animals</span>
</strike>
[<a target="_blank" href="https://github.com/0ADMods/AnimalTraining">early version available</a>]
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<span class="mix">Animals equal to units</span>. Break into categories just like units: support animal (healer, female, dropsite) + fighting
</li>
<li>
<span class="mix">Companions</span>
<span class="comment">(not restricting to animals allows for adventurer system)</span>
</li>
<li>
<strike>
<span class="mix">Water Resource</span>
</strike>
[<a target="_blank" href="https://github.com/0ADMods/base-water-mod">get it here</a>]
<span class="comment">(MuteLovestone</span>)
</li>
<li>
<span class="cpp">River/Sea/Lake harvesting</span>
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<span class="mix">Well harvesting</span>
<span class="comment">(MuteLovestone)</span>
</li>
<li>
<span class="script">Dynamic Resources</span>
<span class="comment">(anything can be a resource with visual representation)</span>
</li>
<li>
GUI: <span class="lo">Nested pie/menu for capability / action</span>
<span class="comment">(when selecting a builder unit e.g.)</span>
</li>
<li>
GUI: <strike>
<span class="mix">Statistics charts</span>
</strike> [<a target="_blank" href="https://wildfiregames.com/forum/www.wildfiregames.com/forum/index.php?showtopic=18647">1</a>]
<span class="comment"></span>
</li>
</ul>
<p>Long list, but I like it. Did we forget anything?<br/>Good day! <img src="smiley_hi.gif" alt=""/>
<br/>
<br/>
<br/>
Still a lot of room for your ideas!<br/>
Feel free to propose in the thread..
</p>
</div>
<div>
<p>
<blockquote>Quote: <p>prisoner
system that makes it possible for an attacked unit to have a sort of
surrendering animation in the middle of the fight (which I think was
tied up to the amount of HP / morale that remains for that unit</p></blockquote>
Thanks,
that's what we plan while we take the distance into account. So if
there are many fit enemy units around a single hero, then even that one
will get captured if the encirclement is close enough unless the loyalty
/ sympathy is high / low to the friends / capturers.
</p>
<p>
Females as they have less health-points will get captured easily even
from a distance. The weaker a unit the earlier (closer distance) it will
surrender, becoming a neutral unit that follows the unit that captured.
This unit now only can capture more units for as long as the own health
is higher than the altogether health of all captives.
</p>
<p>
Then the unit might go home, taking the captives away.</p><p>
This way, if a well aimed javelin hurts the capturer that has already
many captives, then probably one of them can break out, the fittest in
this case.
</p>
<p>
The cool thing is, in 0 A.D. this is not limited to soldiers .. you can
even catch a fox or crododile like that. Beware that crododiles attack
your units, if you should lose control over one of them while having
them as a captive nearby.
</p>
<p>
Once we have the possibility to place eye-candy objects (like fences) then we can fence the captives.
</p>
<p>
For animals a corral was planned and there is a patch around that makes
animals be tied to the corrals. It's even possible to have them inside
the building. Though I like the fence thing better as then we don't have
to prop extra animals to the stable object. And they would still be
attackable/freeable. It's more realistic than first to have to destroy
the building down to 25% .. especially if you just had to jump over the
fence to get the horse out.
<img src="Functionality_Ideas_and_their_Status_files/default_smile.png" alt=":)">
</p>
<p>
Good you mention the morale. We need it for the military anyway, so way
not adding this too for every unit. If a formation has overrun other
units, then moral would increase and even if they meet a stronger unit
then, they could hold out longer due to the initial morale being high
while it's decreasing more and more as long as they have more losses
than the enemy, lose ground or are heavily overpowered. We have
flexibility here.
</p>
<p>
As we already have to execute range check for picking attack targets in
the battle, then we could even make units nearby to a loss more affected
than those far away. This could lead to a partly dissolving army if
they encounter elite units at a certain part of the front.</p><p>
Perhaps we should not even store morale at all having it at 50% instead
and deriving the + and - through a calculation that takes all nearby
factors into account. Later we can add that bad news from another army
has influence into the formula depending on time, the news was received
by the unit.
</p>
<p></p>
<blockquote>Quote: <p>Maybe
we can have a sort of eye-candy family created whenever there is a
certain number of houses present, and then, have each house spawn
children who then grows up to become (free of cost villagers) - sort of
the peasants of Stronghold.</p></blockquote>
<p>
Interesting! You sparked another idea, we could create an optional vasall system too.
</p>
<p>
The free of cost is good idea. I think it would be cool to not allow
instant units at all. The exception are the mercenaries. They are
getting much more interesting this way too.
</p>
<p>
Each map could have either infinite mercenaries available. Or we limit
it to eye-candy mini-cultures that of course could also go extinct if
too many mercenaries are drawn (it's possible they also send mercenaries
to other tribes, e.g. the AI, perhaps we should add a tech for allowing
to force the mini-cultures to not send mercenaries to other units. Of
course the enemy will get a message and could use your takeover of the
mini-civ as a reason for war.).
</p>
<p>
The cost for the units would be the school and grow-up then. Also the
food and water they consume will be pricy. They need leather too. Iron
later once they become soldiers if they decide to apply for the posts
that are written out of the mayor/government.
</p>
<p>
So if you decide to recruit all you have in an emergency (raising alert
the second time, e.g.), then you might well lose your teachers too.
Could still send a general or other elite instead. Of course you don't
have to send the teachers in yourself. We could add a button that
decides if only teachers are teachers or all other elite units too.
</p>
<p>
I wish to avoud having it all hard-coded, I like it if it's flexible.
</p>
<p>
As we introduce time (somewhere I calculated 1 world-day will take 60
minutes by default) we will have a quite realistic feeling. The flow of
time can be increased. just like it is currently.
</p>
<p>
Of course this open the problem of overreproduction, so this could lead
to send your units abroad to populate an island or to conquer new
territory. This might also trigger an AI to lead an preventive attack
before the enemy gets too strong.
</p>
<p>
Good you mention stronghold, I hope we will have a similar building-damage system soon.
Time will tell us how to achieve it.
</p>
</div>
<div>
<blockquote>shieldwolf said: <p>Let
me add on the mercenaries - if a map will have infinite mercenaries,
then in time, there should be a sort - of either an assimilation of
cultures or total rebellion/ defeat of the culture who hired the
mercenaries (something akin to what happened with the Late Western Roman
Empire).</p>
</blockquote>
Though we planned rebellion with the
Hybrid AI, I did not think of this usecase!! glorious, colleague! That
must go on our list.
<p>
The mercenary count will be examined taking their
loyalty to the tribe/player that hired them into account. So the
formula will be something like: mercenary_rebellion_probability_0..100 = 1 - (<strong>moral</strong> + <strong>loyalty_towards_those_who_hired_them) / (morale.max + loyalty.max)</strong>
</p>
<p>
where
</p>
<p>
<strong>moral</strong> is already affected by military success and health, so health must not go into the calculation explicitely.
</p>
<p>
<strong>loyalty_towards_those_who_hired_them</strong>
is a property of each unit that comes with the Hybrid AI. (we should
discuss if additionally each unit has
sympathy_towards_other_tribes_or_players. The units already have plenty
have plenty of sympathy values to store, i.e. for all elite unit and all
direct and indirect chiefs. We can't include every unit probably, but
we can test if hardware can handle it to store sympathy of a peasant
towards another peasant. would be cool indeed to add additional
battlefield possibilities like, ha, I abandon this comrad and help this.
You see. Or I help this woman and I marry her if she feels the same. I
think you get the idea. We could make this moddable so that forced
marriage might be possible for other cultures.)</p><p><strong>they_will_be_loyal</strong>
is a factor, usually 100 . Might be lowered for mercenaries that are
known to not be very reliable. could be read from the units XML-file as
an optional property.
</p>
<p>
Note: If we use floating point, then each
factor has to be divided by 100. Then the probability would be between
0..1 just like it's formally correct as a probability is always between 0
and 1. (not that you accuse me I teach wrong things, what I probably do
anyway.)
</p>
<blockquote>Quote: <p>On
overreproduction, may I suggest though that the children spawning be
tied up to a certain number of houses so that if like, 20 houses are
reached with 20 children, no more children is spawned. Something like
that.</p></blockquote>
<p>Are you sure it's tied to houses in nature?
hm.. Perhaps it is. So probably each house a number maximum people and
others (children grown up) then have to live on the streets/ inthe woods
.. lowering their moral and increasing their will to become hired as
mercenary of other tribes. Or join the military if any new soldiers are
wanted (what might not be the case. The moral will sink and sink ... and
they will start being like Robin Hood, finally even changing clothes to
become citizens of the woods, split by their original tribe.). .
interesting.
</p>
<p>
Currently it's a hard cap
<img src="Functionality_Ideas_and_their_Status_files/default_biggrin.png" alt=":D"/>
</p>
<p>
#<strong>citizen_maximum</strong> = #<strong>houses</strong> * #<strong>people_per_house</strong>
</p>
<p>
</p>
<p>
<strong>Edit:</strong>
</p>
<blockquote>Quote
<p>(something akin to what happened with the Late Western Roman Empire)</p>
</blockquote>
If I am remembered of this tragedy of failing commanders then I get quite
upset. Really throughout history things are happening that are difficult
to grasp from our informed position:
<blockquote>
<ul>
<li>
They said: <em>Celts and Avar, only the fittest are allowed to take shelter in the Roman Empire. All elderly are left to the huns.</em>
</li>
<li>
Emperor: <em>You are allowed to settle here.</em>
</li>
<li>
Local praefect: <em>You are no longer allowed to settle here.</em>
</li>
<li>
Emperor: <em>You want to settle? Well, you are not allowed to settle anywhere, you can cross the danube if you like the huns.</em>
</li>
<li>
Awar: <em>How do come to say that, then we take the land we want. Try to stop us.</em>
</li>
<li>
Emperor: <em>Call the armies. I lead one myself.</em>
</li>
<li>
General victorious against a small cohort of Avar.
</li>
<li>
Emperor: <em>You see, it's easy.</em>
</li>
<li>
Another
General victorious in France/Germany against celts. They try to help
the others, because there are plenty of Avars. They have a long way.
</li>
<li>
Emperor: <em>Oh, all are winning. Well, it's easy. I will show.</em> To General: <em>Is my army ready?</em>
</li>
<li>
General: <em>We better wait for the others.</em>
</li>
<li>
Emperor: <em>You maybe. Me certainly not.</em>
</li>
<li>
General: <em>Awk... Okay.</em>
</li>
<li>
Emperor and General both dead after they underestimated the number of gothic tribespeople.
</li>
<li>
Ha, nothing else than free way to destroy everything for the now certainly angry tribes.
</li>
</ul>
</blockquote>
<p>
And the bad thing is, those stories never end. Just recently another example came up in real world.
</p>
<p>
Okay. Back to topic. That re-sparked another idea I almost forgot:
</p>
<p>
</p>
<ul>
<li>
Technological
advances will spread. So neighbouring celtic and other tribes will gain
knowledge if a high-tech country is nearby. Even far-away will have
influence, so that it's at no time possible to have knights at one half
of the world and spaceships on the other. (at least no majorities, local
ancient tribes are fine)
</li>
</ul>
<p></p>
<p>
Self-awareness of
units: So if a unit is idle, well then I look there, the tavern for some
time, perhaps depending on the number of units nearby. If there are too
many, go elsewhere. Perhaps fishing.
</p>
<p>
Should be random. Could be location oriented too.
</p>
<p>
If an idle unit is nearby a lot of fish or a fisherman it might sit down
nearby under a tree, watching the fisherman - at least until it's dark.
Then all units go home and light is kindled.
</p>
<p>
</div>
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