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  1. #1
    Praefectus Fabrum Senior Member Anime BlackJack Champion, Flash Poker Champion, Word Up Champion, Shape Game Champion, Snake Shooter Champion, Fishwater Challenge Champion, Rocket Racer MX Champion, Jukebox Hero Champion, My House Is Bigger Than Your House Champion, Funky Pong Champion, Cutie Quake Champion, Fling The Cow Champion, Tiger Punch Champion, Virus Champion, Solitaire Champion, Worm Race Champion, Rope Walker Champion, Penguin Pass Champion, Skate Park Champion, Watch Out Champion, Lawn Pac Champion, Weapons Of Mass Destruction Champion, Skate Boarder Champion, Lane Bowling Champion, Bugz Champion, Makai Grand Prix 2 Champion, White Van Man Champion, Parachute Panic Champion, BlackJack Champion, Stans Ski Jumping Champion, Smaugs Treasure Champion, Sofa Longjump Champion Seamus Fermanagh's Avatar
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    Default 2 Points for consideration

    Caveat:

    I am not playing EB-open beta, these comments are derivative based on thread discussions I have been perusing.


    1) Gast' infantry:

    These doped up maniacs strike me as correctly depicted in that many of them would have been able to continue the fight despite mortal wounds -- like a dying bear.

    Do they survive after the battle? If my hoplite ran the Gast' through the belly, he may well be drugged up enough to shrug it off, kill my hoplite and 6 of his comrades, and then scream in victory over their corpses -- but he would almost certainly be dead in the next few weeks from infection. But doesn't the game have him surviving to fight in the next battle two months hence? Is there any way to address this within the framework of the engine?


    2) Upkeep costs on ships:

    What the game lacks -- from what I've read -- is a "trireme shed." My readings (admittedly not as focused as the design team) suggest that numerous naval factions would have trireme sheds constructed so that they could safely store and maintain their ships for use in the future, manning them at need but not building them whole cloth each time. Could such a building be developed to drastically reduce the upkeep costs of a naval unit that stayed in port for the entirety of a turn? This would allow folks to build large fleets, mobilize them for war, but then limit costs during quiet times (though of course not have them for deployment).

    I also like the idea of under-armed transport ships. This would fit well since the combat ships of the med weren't really intended for transporting numbers of troops and fighting as a navy (the way the system shows it currently).


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  2. #2
    Wandering Historian Member eadingas's Avatar
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    Default Re: 2 Points for consideration

    Our navy building system does not have such small scale to include "trireme sheds" as separate building. It's assumed to be included in one of the larger naval ports for appropriate factions. I suppose it could be referred to in the building description, but that's about it, I think.
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  3. #3
    EB Traiter Member Malrubius's Avatar
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    Default Re: 2 Points for consideration

    Quote Originally Posted by Seamus Fermanagh
    Is there any way to address this within the framework of the engine?
    Not that I know of.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

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    Resident Pessimist Member Dooz's Avatar
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    Default Re: 2 Points for consideration

    Some interesting points. Is there any way at all that at certain ports, the upkeep is drastically reduced if a fleet is docked there. That would be pretty effective.

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    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: 2 Points for consideration

    We can probably script something.
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    EB Traiter Member Malrubius's Avatar
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    Default Re: 2 Points for consideration

    I think the only way to detect the location of a fleet would be to have something checking whether the admiral is near a certain tile, for every naval port. There's not a "FleetIsDocked" condition, that I'm aware of.


    Something like this (sorry for the scripting pseudocode, I'm not well-informed in this area):

    Code:
    for every possible port location for every single faction (probably only a few hundred checks):
    Condition I_CharacterTypeNearTile romans_julii admiral, 1, x, y
    add_money romans_julii 1000

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  7. #7
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: 2 Points for consideration

    Quote Originally Posted by Malrubius
    I think the only way to detect the location of a fleet would be to have something checking whether the admiral is near a certain tile, for every naval port. There's not a "FleetIsDocked" condition, that I'm aware of.


    Something like this (sorry for the scripting pseudocode, I'm not well-informed in this area):

    Code:
    for every possible port location for every single faction (probably only a few hundred checks):
    Condition I_CharacterTypeNearTile romans_julii admiral, 1, x, y
    add_money romans_julii 1000
    Why hasn't anyone thought of this earlier? With a bit more sophisticated code we could link upkeep to the fleets' distance from nearest docks, at least up to a certain level.
    Last edited by The_Mark; 01-10-2006 at 18:59.

  8. #8
    Resident Pessimist Member Dooz's Avatar
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    Default Re: 2 Points for consideration

    Quote Originally Posted by QwertyMIDX
    We can probably script something.
    Will you? Do you agree it's a pretty good idea and will help with the concerns over naval upkeep costs?

  9. #9

    Default Re: 2 Points for consideration

    Would only two or three factions get access to this? What factions in our time period pulled their ships up into ship sheds to decrease the cost of keeping fleets.

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