I finally managed to piece together a ground invasion demo program that goes in the direction I would like to have that "minigame":
Ground invasion demo
Nobody with an interest in better ground combat?
I like where you're going with it, but I didn't quite understand what to do. Your idea is definitely going beyond what Stardock attempted to implement in Crusade. More interactive and not just "place your legions and see what happens".
I think you have an awesome demonstration of your knowledge of JQuery.
That is my intention
What to do can be seen by the text below the map, essentially:
- Place defenders' units (split in immobile defense artillery mainly to protect the capital and mobile legions)
- Place attacker's units (only legions). Placing attacker's units adjacent to a defense artillery means it's shot at while landing, reducing it's strength.
- Perform turn based battle (since there is no AI by playing both sides manually). Every unit has one action per turn, either move one field or attack adjacent unit.
- The map is generated randomly every time (press F5 if you are not content with the layout), on it the capital is placed (the purple circle with the black center) as well as a bunch of other "improvements". To give the player more to do than just attacking the capital there is the possibility to destroy or raid improvements as described in the text to the right of the map together with some descriptions how battle works.
I hope it's now a bit clearer what to do
Thank you Whatever else you want to tell me with that ...
Very good. This is exactly the kind of tactical ground warfare I`d like, but you`d need a decent attacker\defender AI to make it work well.
Not sure about the random terrain buildings thing though since once you know a planet`s terrain, youknow it- It wouldn`t change. Buildings should always be where first placed.
The Devs should definitely look into implementing something like this (with the corresponding sound effects!)
The random terrain in the demo is just to make it possible to have different battlefields. It's not my intention to suggest that planet layout in GC3 ground invasion should be randomized
I like the demo but I think it is wrong for Galciv3. GC3 is about strategy for a whole civilization and as such there aren´t room for a more hands-on develoment when it comes to battles/invasions. This is as I understand it why SD left it out in space battles and why they probably will leave it out for invasions. On the other hand I think there are lots of other things they should add to the game both in the invasion and the space battles.
1. Aggresiveness setting for fleets/invasion,. How much losses are the civilization willing to accept before withdrawing from the battle? In the ground based game a high agg. rating could mean that you are more likely to win the invasion, but at a higher loss, more destruction of property and loss of population et cetera.
2. A general setting for what kind of military material your armed ground forces use. Anti-grav meaning a swift force that uses its mobility to attack isolated defenders. If you are defender attacking isolated invading forces with overwhelming numbers. Mecha for low mobility but high defence and attack and finally tracked for a even distribution of mobility, defence and attack.
3. Traits for ground and space leaders to add to the strategic choices you can make as high commander a civilizations armed forces.
I choose to disagree Not the least because ground invasion was advertised as being part of the base game from the beginning. Now that GC3 has an invasion mechanic with the flaw that it's not working correctly in auto-resolve and otherwise has no tactical value why not just finish that half-baked mini game instead of throwing it away or making something completely new? That's what I wanted to show, that principally the GC3 invasion game doesn't need too much work to develop into something useable and fun.
If all else fails I would be glad to have at least what you describe here. But I haven't dropped hope yet that we together with Stardock can achieve a little bit more
You're hired.
Ok, thank you again ... you just neglected to tell me for which job
*bump* - since some people expressed interest recently.
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