Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
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» To all the people who come here looking for thrive.
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» Build Error Code::Blocks / CMake
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» Devblog #14: A Brave New Forum
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5 posters
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bill2505
Learner



Posts : 112
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Join date : 2011-01-09
Location : Greece

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PostSubject: Discipline    Discipline  EmptySat Nov 26, 2011 9:07 pm

i am suggesting a new stat for units
Discipline will do 2 things .
1 the more Disciplined a unit is the more is resistant to morale hits
2 will make the unit harder to break formation

also 2 QUESTIONS
1 will units will be able to to enter buildings and take cover something like this ( http://media.moddb.com/images/mods/1/15/14747/Potshot.png )
2 Will units automatically take cover behind wals or trenches like in Warhammer 40,000: Dawn of War II game
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The Uteen
Sandbox Team Lead
The Uteen


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Age : 28
Location : England, Virgo Supercluster

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PostSubject: Re: Discipline    Discipline  EmptySun Nov 27, 2011 12:27 pm

bill2505 wrote:
i am suggesting a new stat for units
Discipline will do 2 things .
1 the more Disciplined a unit is the more is resistant to morale hits
2 will make the unit harder to break formation

also 2 QUESTIONS
1 will units will be able to to enter buildings and take cover something like this ( http://media.moddb.com/images/mods/1/15/14747/Potshot.png )
2 Will units automatically take cover behind wals or trenches like in Warhammer 40,000: Dawn of War II game
We're supposed to be having a physics system that will cover projectiles, so walls will provide cover. Whether the units take cover automatically or it is a manual thing I'm not sure.

I like the idea of discipline.

Congrats on getting the 666th topic.

Happy 27th of November.
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Commander Keen
Industrial Team Lead
Commander Keen


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Location : Czech Republic (not that anyone would know where it is...)

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PostSubject: Re: Discipline    Discipline  EmptySun Nov 27, 2011 4:17 pm

Discipline is already handled by experience.
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bill2505
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PostSubject: Re: Discipline    Discipline  EmptySun Nov 27, 2011 5:11 pm

Commander Keen wrote:
Discipline is already handled by experience.
how? discipline doent have anything to do anything with experience.experience is how well you perform in combat while discipline is how well you follow orders how easy is to reatreat
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Commander Keen
Industrial Team Lead
Commander Keen


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PostSubject: Re: Discipline    Discipline  EmptySun Nov 27, 2011 5:27 pm

Experience isn't only how well the unit performs in combat, it affects everything. Novice units will always be prone to flee when a few things go wrong, and the elite troops will fight for you to the last man.

Other bonuses like the troops' happiness are applied directly to morale.
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bill2505
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PostSubject: Re: Discipline    Discipline  EmptySun Nov 27, 2011 5:48 pm

[quote="Commander Keen"]Experience isn't only how well the unit performs in combat, it affects everything. Novice units will always be prone to flee when a few things go wrong, and the elite troops will fight for you to the last man.

you have a point but thats no always the case


First argument= experience 90% comes from combat. so you say that an experienced conscript will be more disciplined that a british "sas" who has never seen battle.
Second argument=the champions of "barbarian" tribes like gaul were very experienced but not at all disciplined(of course they were more disciplined that common soldiers but still )while the roman army was more disciplined even when they were not very experienced
discipline has to do with how you train a soldier an not how many battles he has participated .thats the reason i thing that discipline to be a separate stat
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~sciocont
Overall Team Lead
~sciocont


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PostSubject: Re: Discipline    Discipline  EmptySun Nov 27, 2011 5:59 pm

Commander Keen wrote:
Discipline is already handled by experience.
Boom.

I read why you want discipline as another stat, but really, experience already takes care of it. it would be more realistic your way, but it wouldn't really affect gameplay, according to your examples.
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bill2505
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Location : Greece

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PostSubject: Re: Discipline    Discipline  EmptySun Nov 27, 2011 6:14 pm

~sciocont wrote:
Commander Keen wrote:
Discipline is already handled by experience.
Boom.

I read why you want discipline as another stat, but really, experience already takes care of it. it would be more realistic your way, but it wouldn't really affect gameplay, according to your examples.
it would make distinction between elite troops and not elite something that experience alone is inefficient .plut the logic make the X cover the N because it wouldnt affect very much the gameplay even if its 90% is wrong i thing is vey spore
like specially in a project that cares so much to portray evollution and game in general in the most realistic (and scientific ) way .except that it would also add flavor and role playing in the game
in the end i dont thing that adding a bar in the unit ui that will affect disipline and make some tweaks(to make disipline have a role in combat mainly in morale) is not too much work(compared to a mega project like thrive)
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~sciocont
Overall Team Lead
~sciocont


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PostSubject: Re: Discipline    Discipline  EmptySun Nov 27, 2011 8:59 pm

bill2505 wrote:
~sciocont wrote:
Commander Keen wrote:
Discipline is already handled by experience.
Boom.

I read why you want discipline as another stat, but really, experience already takes care of it. it would be more realistic your way, but it wouldn't really affect gameplay, according to your examples.
it would make distinction between elite troops and not elite something that experience alone is inefficient .plut the logic make the X cover the N because it wouldnt affect very much the gameplay even if its 90% is wrong i thing is vey spore
like specially in a project that cares so much to portray evollution and game in general in the most realistic (and scientific ) way .except that it would also add flavor and role playing in the game
in the end i dont thing that adding a bar in the unit ui that will affect disipline and make some tweaks(to make disipline have a role in combat mainly in morale) is not too much work(compared to a mega project like thrive)
Yeah, but the million tiny things we take out destroys tens of millions of lines of code and a couple thousand bugs.
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Commander Keen
Industrial Team Lead
Commander Keen


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PostSubject: Re: Discipline    Discipline  EmptyMon Nov 28, 2011 11:08 am

I wanted to recommend you to read the current wiki concept, but it seems to be greatly lacking detail in this area (and many others too).

The experience we have is not only combat experience, it's experience in general. Battles, but also training and even field duty will give experience - this means just having the unit around doing nothing will give it experience, altough a tiny amount. Spending a lot of resources and time on training will result in elite units - no matter if they have seen combat or not. The SAS, being an elite unit, would always have at least 10 stars of experience, in contrast to the conscript having 3 stars at max.

As for the Roman empire vs Barbaric tribes example, that's a cultural trait. As I said, things like these get applied directly to the morale.

--

It may not seem like so, but the concept is much complicated than it looks. We have been there for a long time and things like these very discussed many times in the past. It's a good thing you asked, though. Some things may not be as clear as we would like, and I'm sure you would be able to discover a hole in the concept if you asked enough.
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bill2505
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PostSubject: Re: Discipline    Discipline  EmptyMon Nov 28, 2011 12:15 pm

ok i understand .
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Tenebrarum
Society Team Lead
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PostSubject: Re: Discipline    Discipline  EmptyMon Nov 28, 2011 5:42 pm

~sciocont wrote:
Yeah, but the million tiny things we take out destroys tens of millions of lines of code and a couple thousand bugs.

Case and point.

Right now our issues lie not with realism, but with stuffing realism into a tiny box. The more we can simplify, the vastly easier this will be. And in any case, we are hoping to make this project infdev. If we find ourselves with the time and resources to add something we want to down the line, so be it. Until then, plan on the bare minimum.
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