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Messages - Neutron

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1
Oriental Empires Discussion / Re: trade route arrows
« on: October 05, 2018, 05:15:44 AM »
The questions do a really good job of stopping spam posting from bots.  Without them I have to spend time everyday removing the spam and banning the users, which isn't really worth it given the low traffic on this forum.

There's much more discussion on the Steam forum, so I suggest people use that instead.


2
Oriental Empires Discussion / Re: Reset the Tutroial
« on: October 05, 2018, 05:08:26 AM »
Go to the folder Documents\My Games\Oriental Empires and delete the file called adviceHistory.bin

3
Chariots are pretty useful, especially if you put them on "Charge". Cavalry of course supersedes them, but if you don't find chariots useful, then you don't need to rush to acquire tech to defeat enemy chariots.

If melee infantry could assault cities, then I think that nobody would build anything except heavy infantry.

4
Oriental Empires Discussion / Re: Trade Depression?
« on: March 05, 2018, 10:04:06 AM »
Destroying a market in a nearby city could increase trade income in nearby cities, as there is less competition for their goods, but it shouldn't affect your overall total by much, except for a decrease in internal trade where the market formally was.

It sounds like there was a bug when your trade initially dipped, and destroying the market refreshed the trade routes and restored it to what it should have been.

If you have a save game from the time when your income was depressed, please send it too me so that I can take a look.  Email to bob@shiningpixelstudios.com. Saved games are stored in Documents/My Games/Oriental Empires/Saved Games

5
Oriental Empires Discussion / Re: Religions and Schools in the game
« on: February 07, 2018, 10:00:04 AM »
I agree it would be good to include more interplay of religion and politics. It's something I hope to do as development on the game continues.

6
Oriental Empires Discussion / Re: Random Map Generation
« on: January 17, 2018, 04:35:09 PM »
There are four different map types you choose, a variety of sizes, and half a dozen climate zones that affect the terrain creation. You can also set a seed so that you recreate a particular map. Pretty standard stuff really, though I'm sure AAA projects have more bells and whistles.

7
No particular plans no.

Once the game is opened for modding, then I'm sure modders will make many more factions available, and those who want a hundred factions to choose from will be able to have them.

8
Wei, Zhao, Qi and Yan are already available in custom games, just scroll down to the bottom of the list.

The minor factions aren't allowed, because I want to keep the list of factions to reasonable number as the game develops and more content gets added. If you could play any minor faction from any scenario, the list of allowed factions would become very long, and it'd be very difficult to make meaningful distinctions between them all, difficult to maintain distinct color schemes, and time consuming to scroll though the hundreds of options to find the one you want.

Thanks for the thoughts on a Three Kingdoms scenario. Interestingly, my main Chinese advisor advised against it, because of the existing games by Koei and others. I think it's a scenario that will ultimately end up in the game, but the game needs a deeper political system first to really capture that period.

9
Oriental Empires Discussion / Re: Is there any real effect on ressources?
« on: January 02, 2018, 09:56:02 PM »
Resources and exploration are important, just not to the extent that lack of a particular resource prevents you building certain things.

In historical terms, the only resource I can think of, the lack of which caused problems, was horses. I did spend considerable time trying to devise a way to incorporate that into the game, but ultimately never found a solution I liked.

From a game play perspective, if particular resources are going to be required for anything vital to progress in the game, they have to be made common enough that almost all players will have access to them, and in that case why bother having the dependency at all.

10
Yes, realistically weapons could be shipped around, but then you'd either have an infinite supply of them, or you'd have to count how many had been produced and have a bunch of complication for determining where they're shipped and stored. Some people might enjoy that sort of micromanagement hell, but I'm afraid OE isn't going to go that way.

11
Oriental Empires Discussion / Re: Settlement Snipe
« on: December 10, 2017, 06:27:56 AM »
Sorry, it's a by-product of the way things work.  Your vassals will give you the settlement if they take it though.

12
Oriental Empires Discussion / Re: How to persuade In becoming vassals?
« on: December 08, 2017, 05:28:48 AM »
Making other factions your vassal requires presenting a serious military threat to them, not just lots of money. So declare war, and more your stacks up to their capital and they'll be willing to talk.

13
Oriental Empires Discussion / Re: Is there any real effect on ressources?
« on: December 05, 2017, 06:32:41 AM »
Hi Bolgfred

Some interesting ideas, but it's not something lots of players have complained about, so at the moment there are no plans to change things.

Realistically, the necessary raw materials were traded, so you could produce bronze even if you didn't have copper or tin available locally.

Also some luxury goods already have an effect on noble happiness.

14
Oriental Empires Discussion / Re: How to proper defend behind rivers ?
« on: November 28, 2017, 03:05:24 PM »
Place your army in the hex next to the river, and give them the "Defend" battle plan. If the enemy attack across the river, your troops will move to defend the river bank, and benefit from being uphill of the enemy.

15
Oriental Empires Discussion / Re: Ancient China
« on: November 10, 2017, 09:51:15 AM »
Looking forward to adding dlc for Tibet. Lots of cool stuff there, and amazing landscape.

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