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Wild Walkers - video playthrough and semi-tutorial

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11 years ago
Apr 23, 2014, 7:47:34 PM
Seek wrote:
Sweet!smiley: cool I need my fix until tomorrow!



EDIT: Have you ever livestreamed, Pac?
No, I don't have a stable enough connection for that :l
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11 years ago
Apr 23, 2014, 8:45:55 PM
PANCZASU wrote:
Normally, that's how I play as well, but since right now you can only win by domination or score victory on turn 200, I tend to avoid larger maps









EDIT: Meanwhile, the amazing devs of Amplitude studios created a workaround for my issue and I can now resume recording!
You losing the settler at the end of the first video was rough.
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11 years ago
Apr 23, 2014, 11:13:52 PM
To be fair to the game, going through enemy territory with nothing but a ranger is a bad idea.
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11 years ago
Apr 23, 2014, 11:56:31 PM
New video's up! I'll go to bed soon (it's 1AM, I would've been asleep already if not for the fact that I had to record a lot of videos at a really late hour) but I'll make sure that everything is uploading properly before I do smiley: smile



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11 years ago
Apr 24, 2014, 8:10:42 AM
I'm awake now smiley: smile

And while I was gone, a new part finished uploading:

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11 years ago
Apr 24, 2014, 3:01:48 PM
This will likely be the last video before EL release smiley: smile

Of course, more videos have already been recorded and they're uploading right now but youtube has been giving me a lot of problems with these so it looks like I won't finish my guide before the launch. Oh well. I still plan to finish the series but I expect my views to drop significantly ^_^

I wonder if that's all because youtube doesn't like long videos. Maybe if I uploaded everything in 25-minute clips (instead of 45) then it would've been faster. I'll need to experiment one day.

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11 years ago
Apr 24, 2014, 8:49:50 PM
Watching the start of vid #4 was painful. Ugh, the archers leaving the protection of the meat shields. Ugh!!!
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11 years ago
Apr 25, 2014, 9:24:33 AM
Nasarog wrote:
Watching the start of vid #4 was painful. Ugh, the archers leaving the protection of the meat shields. Ugh!!!
Trust me, it was a lot more painful for me smiley: stickouttongue



Anyway, parts 8 and 9 are up. And the final part (10) is uploading nicely smiley: biggrin











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11 years ago
Apr 25, 2014, 4:32:43 PM
That's it! The final aprt is here! smiley: biggrin



Right now I'm taking a rest from recording (by playing EL... what? why you looking at me like that?) However, I want to start a new series soon and I'm curious which faction would you like to see covered next. Personally, I'm leaning towards Broken Lords since they're the most difficult to play so a tutorial/LP for them could be a good idea ^_^



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11 years ago
Apr 27, 2014, 11:02:12 AM
PANCZASU wrote:


However, I want to start a new series soon and I'm curious which faction would you like to see covered next. Personally, I'm leaning towards Broken Lords since they're the most difficult to play so a tutorial/LP for them could be a good idea ^_^





Broken Lords sounds good. Do it. Do it now!



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11 years ago
Apr 22, 2014, 5:44:52 PM
Nasarog wrote:
Do random monster spawn and wonder the world to harass the weary and unprepared.




Semi-random. All non-pacified villages spawn minor race-barbarians and you also get sometimes events when searching ruins that spawn barbarians.
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11 years ago
Apr 22, 2014, 6:25:39 PM
I like the fact cities don't "swamp" the terrain. Auriga feels a lot more "alive" thanks to that. Moreover there's some buildings outiside the city borders. It they were too close ot would be too easy to protect them with the reinforcement system of the game. The real problem is the movement points. I would add one point to every unit in the game and Dark season would halve the MP rounded down.
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11 years ago
Apr 22, 2014, 6:25:28 PM
As long time 4X players, we've been trained to pack as many cities as possible into a small area smiley: wink
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11 years ago
Apr 22, 2014, 6:19:19 PM
Nosferatiel wrote:
The stacks seem to become larger the more the game advances and, more evilly, same minor race armies support each other. So attacking two close-by armies is sometimes a bad idea...
This. Even in early/mid game you can find yourself fighting an army of 8 neutrals (especially as Necrophages because of their quests). Neutrals are not to be ignored and should be dealt with as soon as possible.



Seek wrote:
I could see a couple options here:

  • If there will be some sort of quantifiable "like/dislike" counter then there could be diplomatic options that only appear once two factions reach a certain threshold. For example, to get an economic treaty two factions need to have a level of +100 with each other. (A way to keep factions from spamming "thanks" at each other would need to be enforced in this situation, of course.)
  • The other faction actually receives the Prestige points when "thanks" is given. This could create some interesting diplomatic situations if done correctly (it may not be wise to give your diplomatic influence to an opponent, even if she is currently your ally). Conversely to the above system, here we would need to create some incentive to saying "thanks" - perhaps conjoining this system with the above system would solve both issues!



Those are some very interesting ideas! Thanks for sharing.



And yes, I agree that the regions feel too big when you can only settle one city in them. There was a lot of discussion about this on the VIP forums, trust me. Either way, I would love it if there was an option in the setup screen to

a) Have more then one city in a region (with some penalty associated with making two cities in one region)

b) Just have more region options in general (which we're probably going to get since the setup screen is something that will be improved a lot during alpha)
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11 years ago
Apr 22, 2014, 6:16:19 PM
Seek wrote:
Too big, I think. They should really be smaller or allow for more than one city (maybe a slider in game setup options?). This is a case where the limit seems arbitrary and punishing.




I'm not sure about too big (yet). His first region was really big, but some of the others looked appropriately sized. There needs to be distance between regions and cities which is not an arbitrary number of hexes, but a function of how fast the units travel. If the cities are close together and movement is fast, someone can invade with no warning.



As PANCZASU mentioned, there is a risk of putting your city close to an opponent's border in order to exploit a better city location. That's the type of "interesting decision" I like to see.



One city per is a core design principle, but there are options to adjust region size and map size (small regions + large map = lots of cities). This may be a case where the world generator decided to fill up a lot of space because the region was in a corner...
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11 years ago
Apr 22, 2014, 6:08:47 PM
Propbuddha wrote:
Not sure how useful saying "Thanks" will be in multiplayer but I like the Influence as a resource mechanic.




I could see a couple options here:

  • If there will be some sort of quantifiable "like/dislike" counter then there could be diplomatic options that only appear once two factions reach a certain threshold. For example, to get an economic treaty two factions need to have a level of +100 with each other. (A way to keep factions from spamming "thanks" at each other would need to be enforced in this situation, of course.)
  • The other faction actually receives the Prestige points when "thanks" is given. This could create some interesting diplomatic situations if done correctly (it may not be wise to give your diplomatic influence to an opponent, even if she is currently your ally). Conversely to the above system, here we would need to create some incentive to saying "thanks" - perhaps conjoining this system with the above system would solve both issues!







The regions look pretty big, even for "small".




Too big, I think. They should really be smaller or allow for more than one city (maybe a slider in game setup options?). This is a case where the limit seems arbitrary and punishing.



EDIT: Forgot to say "thanks" for the video, Pan! +5smiley: empirepoint for you!smiley: biggrin
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11 years ago
Apr 22, 2014, 5:48:35 PM
Ashbery76 wrote:
Interesting.I was wondering the threat of randoms.Can they have full unit stacks too.


The stacks seem to become larger the more the game advances and, more evilly, same minor race armies support each other. So attacking two close-by armies is sometimes a bad idea...
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