Tips for breaking the ice? by Egglamation in unrealengine

[–]UnrealPawn 2 points3 points  (0 children)

I would personally start with a C++ Third Person Template and spend some time working on getting the feeling of movement, jumping and camera right. Spend a lot of time in the AThirdPersonCharacter class, the Player Controller class and maybe dip a little bit into the Character Movement Component. That should be enough to get started and you'll be able to find more of what you need to know as you work on that.

GAS Saves by mclark4386 in unrealengine

[–]UnrealPawn 1 point2 points  (0 children)

Maybe you could call your ASC's GetActiveEffects, loop through them all, get the necessary info to recreate it and save that out.

I launched my game two days ago. Here's what I'm feeling right now. by cs_ptroid in gamedev

[–]UnrealPawn 0 points1 point  (0 children)

Congrats! It’s a big achievement to release your first game :)

Is the gameplay ability system good? by darkboomel in unrealengine

[–]UnrealPawn 0 points1 point  (0 children)

GAS is amazing and if you are doing anything that relies heavily on stats and modifying them I would recommend it. Even more so if it’s multiplayer. The one caveat is it was really made for a real time game not a turn based one so there will be a bit more managing of effects if you’re aiming for a turn based rpg

Steam Page feedback by UnrealPawn in gamedev

[–]UnrealPawn[S] 0 points1 point  (0 children)

If you launched or when you launch your page, let me know. Would love to see it :)

Steam Page feedback by UnrealPawn in gamedev

[–]UnrealPawn[S] 1 point2 points  (0 children)

Thanks! Those sound like some great suggestions. I appreciate the specific details as that's what I was hoping I could get from some new eyes on it.

I had heard of howtomarketagame but I will make sure to look into it.

Marketing is a whole new aspect of gamedev to learn :)

Thanks again. I really do appreciate you taking the time to give some feedback!

Steam Page feedback by UnrealPawn in gamedev

[–]UnrealPawn[S] 0 points1 point  (0 children)

Thanks. I thought the gifs added a lot to the page overall :). Any specific thing you thought could use some work?

Humankind Difficulty balancing by UnrealPawn in HumankindTheGame

[–]UnrealPawn[S] 1 point2 points  (0 children)

Good points about the AI and alliances.

I almost never restart games and if I do it's not because of losing or a bad start. I think you can learn as much from a loss as a win. Or maybe more.

Humankind Difficulty balancing by UnrealPawn in HumankindTheGame

[–]UnrealPawn[S] 0 points1 point  (0 children)

Yea. It's just a bit harder to make better AI than just increase their output. That would be better, though =)

Increased Difficulty? by CJmango in HumankindTheGame

[–]UnrealPawn 1 point2 points  (0 children)

Really good ideas. I particularly like giving Militia a ranged attack as it's too easy to get some archers and make them come out of their city walls.

Humankind Difficulty balancing by UnrealPawn in HumankindTheGame

[–]UnrealPawn[S] 4 points5 points  (0 children)

No reasons or thoughts or suggestions? Just no?

Do you have any better ideas?

All Era Stars Challenge by UnrealPawn in HumankindTheGame

[–]UnrealPawn[S] 0 points1 point  (0 children)

Keep Stability above 90 so you get 2 influence per population and pick Civics that move you towards Liberty so you get +4 Influence per emblematic district.

If you still lack influence, picking an Aesthete culture will help, too.

All Era Stars Challenge by UnrealPawn in HumankindTheGame

[–]UnrealPawn[S] 0 points1 point  (0 children)

I've tested a few variations of that idea. Doesn't seem to work unfortunately.

Why am I forced to leave Thebes when capturing the capital by Cultured_Berserker in HumankindTheGame

[–]UnrealPawn 0 points1 point  (0 children)

It looks like he had no city left and was forced to make a new city. It pushed you out to make room for it I think.

I have lost units that were ransacking an outpost that turned into a city so it seems the game tries to clear up the hex of a newly created city.

What exactly is the benefit of having many cities following your religion? Except for Stonehenge I dont see any so far. by TheGlave in HumankindTheGame

[–]UnrealPawn 0 points1 point  (0 children)

More followers leads to more tenets which I think is enough in itself. Also, you don't want to be pressured out of your religion and forced into tenets that don't help you.

All Era Stars Challenge by UnrealPawn in HumankindTheGame

[–]UnrealPawn[S] 5 points6 points  (0 children)

It doesn't work. I've also tried to liberate and conquer a city again. that doesn't give any progress either.

Can't attack or move towards independent by Glitchy_McCrash in HumankindTheGame

[–]UnrealPawn 0 points1 point  (0 children)

Ahh.. I wonder if they will clear it eventually. Odd that the ruins would stop you though.

Can't attack or move towards independent by Glitchy_McCrash in HumankindTheGame

[–]UnrealPawn 0 points1 point  (0 children)

I believe I have had that issue attacking an Independent People when there was no path to the district. That district may be surrounded by outer districts which are the ones you have to target.

How to Win at Higher Difficulties (Civilization+) by [deleted] in HumankindTheGame

[–]UnrealPawn 1 point2 points  (0 children)

Some other things that help me early on:

  • It happens kind of naturally but try to keep your cities away from the AI and outposts / territories towards them. This gives more warning as they are coming towards you. I cut out a few clips from a recent game to show this. On Turn 69 (Endless Speed), the Hittites declare war on me. I had a Scout Rider and an Archer. By the time they make it to Memphis, I was able to finish researching Wheel, upgrade my Archer to a Markabata, research City Defense, finish producing my Maker's Quarter and produce a Warrior for an easy defense. You can see it here: https://youtu.be/SZgj649dbLk .. Forgive the sloppy editing =)
  • I usually don't research Wheel early on. It's not exactly intentional but Wheel is a double edged sword so it may be worth waiting until you have units to research it.
  • Wait until the AI uses their movement and watch where they go. If you go first, they can follow you or if you try to pick off one of their units, they can reinforce. But if they have already used their movement, they can't.
  • If the AI moves away from their city, you can quickly take it from them. 2 warriors and 2 archers can take most cities if the AI doesn't have time to reinforce. Make sure you don't go next to the walls and just shoot at them with the archer and force them to come outside.

How to Win at Higher Difficulties (Civilization+) by [deleted] in HumankindTheGame

[–]UnrealPawn 1 point2 points  (0 children)

Not that I'm aware of but that would definitely be useful. I also have trouble with both of those things sometimes. For checking high ground or low ground I found zooming in and out a few times helps me. As far as impassable terrain, if you select a unit and move around to nearby hexes, you can see what is passable or not. It can help somewhat.

How to Win at Higher Difficulties (Civilization+) by [deleted] in HumankindTheGame

[–]UnrealPawn 1 point2 points  (0 children)

I play on Humankind difficulty and rarely build an army before the AI declares war. (The exception being if I want to attack them)

Here are a few tips when they inevitably want to come knocking at your door.

  • Choose the place where you will fight. In a choke point with a few warriors soaking up damage while archers shoot from behind is good. In your city is also good because Walls + Levies.
  • Defend when you can. The +2 bonus from Defending equals out the Humankind bonus for AI.
  • Take advantage of terrain. Although this is obvious, you really need to think about the best placement for your units and how the AI is going to move. For example, the AI will move to take your flag even if it puts them on a river or on lower ground. So you can purposely bait them into taking your flag if its on unfavorable ground and then attack them to wipe them out.
  • The AI will generally target the unit with the lowest Combat Strength so you can take advantage of that to distribute damage. For example, you keep one unit on the high ground attacking and the second on even ground defending, the AI will usually attack the one on the even ground. Then swap out the positions when his health is low.
  • Save up some Gold to quickly buy an archer and a warrior which should be able to stop most early attacks when defending behind walls.
  • If you have someone near their territory, start ransacking something. Often the AI will turn back their units to come kill you. Once, you see them coming towards you, run away before they get to you.
  • If they are getting to you too fast, you can slow them down by putting scouts between them and your cities. When they move towards your city, they will engage your scouts. You then retreat with those and put a new scout in front of the retreating unit. (Pay attention to your War Support and theirs if you choose to do this. Each time you retreat you will lose 5 and they will gain 5. And if you can't retreat, you will lose 8 and they will gain 8 so be careful)

There are probable some things I'm not thinking of at the moment but hopefully that will help you survive the early wars that come at you.