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C&C: Dark Howl
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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Mon Sep 14, 2009 7:04 am    Post subject:  C&C: Dark Howl Reply with quote  Mark this post and the followings unread


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inzane krazy
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Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Mon Sep 14, 2009 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow, this sounds interesting, I'm watching Very Happy

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AltomareXD
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Joined: 22 May 2008

PostPosted: Mon Sep 14, 2009 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

It says there C&C: Dark Howl. How is this related to C&C?

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Sep 14, 2009 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh be quiet.

Dude, awesome. Now I don't have to buy AoE II. Thank God some modders still have creativity and can make mods without GDI and Nod. Bookmarked this bad boy.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Sep 14, 2009 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you need infantry...http://www.ppmsite.com/forum/viewtopic.php?t=20443

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Sep 14, 2009 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

You've GOT to work more with the textures. The brick texture gives me shivers.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Sep 14, 2009 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice idea, good luck. How will you use power plants, like mystic energy or something #Tongue

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Sep 14, 2009 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah those red bricks are migraine inducing.

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Sep 14, 2009 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well its using the cnc engine and Dark Howl by itself just sounds wierd.

I'm not sure on your experience on amount of TC work required, especially balancing but interesting I guess.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Sep 14, 2009 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hoping for diseases to play some sort of factor. Some tiberium gas clone that is spawned by an invisible enemy or something giving your people the black plague and killing your soldiers...

What factions will there be?

Perhaps you can have tech labs and stuff with lost ancient Roman knowledge... capture some building to gain Greek Fire or something.

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Team Black
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Joined: 25 Sep 2006
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PostPosted: Tue Sep 15, 2009 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

they should have midevil GDI and Nod, just despite you #Tongue

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AltomareXD
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Joined: 22 May 2008

PostPosted: Tue Sep 15, 2009 3:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Just Nod in the B.C.E era (considering they already existed, but still no Tiberium). And some Kingdom who oppose Kane.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Tue Sep 15, 2009 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
Wow, this sounds interesting, I'm watching Very Happy


Volgin wrote:
Oh be quiet.

Dude, awesome. Now I don't have to buy AoE II. Thank God some modders still have creativity and can make mods without GDI and Nod. Bookmarked this bad boy.


Thanks!


AltomareXD wrote:
It says there C&C: Dark Howl. How is this related to C&C?


How?
1) Uses the same engine as RA2:YR, 2) has 1 resource: gold (apart from power).
Hmmm... what else... there will be "harvesting" more than woodcutting, food-gathering, and gold-mining, but IDK what will be used as a resource yet and how exactly it will be "harvested".


DaFool wrote:
if you need infantry...http://www.ppmsite.com/forum/viewtopic.php?t=20443


Thank you very much! I've seen this thread, but I've forgotten about it... = ( But can be useful source for ships & infantry units.

Crimsonum wrote:
You've GOT to work more with the textures. The brick texture gives me shivers.


They were meant to be so bricky (but they aren't detailed and that's why they give that weird impression, I know). Tongue But I'll see what I can do, nothing is defined completely yet.

Team Black wrote:
nice idea, good luck. How will you use power plants, like mystic energy or something #Tongue


Thanks. You know, I planned to use "guilds" as buildings to power "production" buildings only: barracks, etc. These building would be more "training" type now, not "production" (if we've gone down to details).

Yup, without powering magic-type buildings, because "guilds" couldn't provide workers for such buildings.

But now you helped me realise that even better would be make magic sources/"power plants" for advanced magic-type buildings (x-D what a pun, literally power plants ;-D).

Allied General wrote:
Well its using the cnc engine and Dark Howl by itself just sounds wierd.

I'm not sure on your experience on amount of TC work required, especially balancing but interesting I guess.


Yup. BTW, "Dark Howl" is an allusion to Red Alert (red -> dark, alert -> howl).

Volgin wrote:
Hoping for diseases to play some sort of factor. Some tiberium gas clone that is spawned by an invisible enemy or something giving your people the black plague and killing your soldiers...

What factions will there be?

Perhaps you can have tech labs and stuff with lost ancient Roman knowledge... capture some building to gain Greek Fire or something.


Hmmm, you can be a bit happier that there will be as many techs and (super)powers of RA2, converted to other environment/times (teleportation instead of chronoshifting, and so on).
Techs will be mixed a bit. Wink

Factions... there are 3 planned factions, I'm thinking of a patch, which would allow more, but we'll see. Smile Not NPatch, though. More RockPatch, but I'd like something least bugged.

Yup, there is civilian Secret Lab, can be converted for mediaeval purposes, why not use it? Very Happy


Team Black wrote:
they should have midevil GDI and Nod, just despite you #Tongue


AltomareXD wrote:
Just Nod in the B.C.E era (considering they already existed, but still no Tiberium). And some Kingdom who oppose Kane.


Wow, this is an idea... but here it's unrealisable, though. = ( Everything is little detailed/defined, but some things, like a lack of "good guys" and "bad guys" is already set clearly in the future plans of making the mod.

Maybe another mod, some day. Very Happy


Thanks for your feedback.

Aro noticed a lack of remap, just for the info, probably I'd make banners/flags remappable, without meddling with bricks and other materials, which could look uglier than now. Wink Magic-type buildings will have "power" remappable.

Hmm, BTW, thanks for the idea Aro, I remapped these buildings:


(so Moddb.com image isn't actual ;-D)

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Tue Sep 15, 2009 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

For harvesting, you should use the Slave miner logic, as in..you know, for the good guys, they have peasants working for them, and for the evil dudes, they got Slave Camps that send slaves out to do their evil resource Harvesting #Tongue

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- geno -
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Joined: 29 May 2003
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PostPosted: Tue Sep 15, 2009 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

the top of the tower is in the powerplant... other works are great job

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Tue Sep 15, 2009 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
For harvesting, you should use the Slave miner logic, as in..you know, for the good guys, they have peasants working for them, and for the evil dudes, they got Slave Camps that send slaves out to do their evil resource Harvesting #Tongue


Yup, I thought about the same thing. Very Happy

But you know, how will you explain peasants/slaves harvesting gold growing in the fields?

Maybe farms would be a good explanation (farms instead of "gold fields"), but they actually don't provide gold... unless they're gold farms cultivating gold. ;-D

(Let's stop saying "gold" before we get to the dwarf's favourite song... Very Happy)

That's why I have no idea how to explain it, and what exactly give them to harvest.

Ore Extractors can be replaced with rocks (i.e. mines), AFAIK, but the gold spreading from/around them isn't that explanable. Hmmmmmm, unless we have terrains showing traces of digging/extracting it (one/more mine(s) underground with an "entrance" to it in the middle, the rest ground level mine or gathering place on a special terrain).


- geno - wrote:
the top of the tower is in the powerplant... other works are great job


Yep, it is. Very Happy Why not? Only the rest of Allied PP should be avoided. ^^

Thanks.


Thank you for feedback. The resource problem left to solve.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Tue Sep 15, 2009 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Serf Miners, ztype yeah.

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inzane krazy
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Joined: 07 Nov 2006
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PostPosted: Tue Sep 15, 2009 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could...uhhh, do the casual resource type with most of the Fantasy RTS, crops. Use a farm hut or something to spawn them #Tongue

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Feillyne
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Joined: 01 Jul 2008

PostPosted: Tue Sep 15, 2009 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
Serf Miners, ztype yeah.


inzane krazy wrote:
You could...uhhh, do the casual resource type with most of the Fantasy RTS, crops. Use a farm hut or something to spawn them #Tongue


Haha.

Yup, it appears there's no way to do it logically. ^^ But RA2 gold fields and gold extractors aren't that reasonable, either. ^^


Hmm, BTW, it's technically a fantasy world, so mechanics/physics (and logic(s) ;-P) can be strained a bit. It should just make some sense... if not complete.

PS A screenie of progress:

Original size:
http://media.moddb.com/images/mods/1/14/13766/screen_12.PNG

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inzane krazy
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Joined: 07 Nov 2006
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PostPosted: Tue Sep 15, 2009 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Question:

Will there be magic? :OOOOOO

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Feillyne
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Joined: 01 Jul 2008

PostPosted: Tue Sep 15, 2009 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Plenty, most probably.

Awwww, I've forgotten. There will be fourth 'civilian' monstrous faction. They will be guarding some of the places, notably secret / civilian tech ones. Wink

Conceived a while ago:
Cityscapes will be replaced with... ancient metropolis sceneries. It would be such a waste to lose so many seas of concrete... they can be converted, too. Smile

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Sep 15, 2009 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make it mana stones or something, and making gems a more densely concerntrated form

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed Sep 16, 2009 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Harvesting mana...very interesting idea, AG. Unless they're magicians that only need mana and not food...#Tongue But then again with mana magicians can conjure food...bleh. Farm huts seem to be the more plausible idea...

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Ickus
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PostPosted: Wed Sep 16, 2009 4:56 am    Post subject: Reply with quote  Mark this post and the followings unread

"will there be demons?"

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Sep 16, 2009 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:
"will there be demons?"

Do want!

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AltomareXD
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Joined: 22 May 2008

PostPosted: Wed Sep 16, 2009 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

And Battle Mages!! With uh, there's that thing called a Death Ray , like an ancient weapon using curved mirrors.

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Wed Sep 16, 2009 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Add triggers on the map that when you do some stuff, you get double-unlubed-assraped by neutral demons.

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partyzanPaulZy
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Joined: 03 Nov 2007
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PostPosted: Wed Sep 16, 2009 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

mana? Some mushrooms are mana! #Tongue

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Destiny
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Location: Singapore

PostPosted: Wed Sep 16, 2009 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

partyzanPaulZy wrote:
mana? Some mushrooms are mana! #Tongue

I support mushrooms! #Tongue

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inzane krazy
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Joined: 07 Nov 2006
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PostPosted: Thu Sep 17, 2009 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Destiny wrote:
partyzanPaulZy wrote:
mana? Some mushrooms are mana! #Tongue

I support mushrooms! #Tongue


"That Drug dealing anima-"

Demons: DO WANT
and don't forget...
Dragons <--Overused, but still
Wyverns
Golems
Titans
Etc #Tongue

Mana: I support, sounds like a good secondary resource, like a pylon from the ground that spawns...uhhh, mana stones or mana essence on the ground, to be collected by peasants

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AltomareXD
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PostPosted: Thu Sep 17, 2009 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Slave Peasants.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Thu Sep 17, 2009 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Make it mana stones or something, and making gems a more densely concerntrated form


Destiny wrote:
Harvesting mana...very interesting idea, AG. Unless they're magicians that only need mana and not food...#Tongue But then again with mana magicians can conjure food...bleh. Farm huts seem to be the more plausible idea...


Mana stones as a resource is an interesting idea, but hmmm... it is good only for mages and magic-"propelled" creatures/buildings.

And food isn't that useful for mages... unless we want big fat guys as mages (i.e. food-expensive high tech x-D).


Ickus wrote:
"will there be demons?"


Orac wrote:
Do want!


inzane krazy wrote:
"That Drug dealing anima-"

Demons: DO WANT
and don't forget...
Dragons <--Overused, but still
Wyverns
Golems
Titans
Etc #Tongue

Mana: I support, sounds like a good secondary resource, like a pylon from the ground that spawns...uhhh, mana stones or mana essence on the ground, to be collected by peasants


AltomareXD wrote:
Slave Peasants.



Demons, monsters... probably they will be.

Golems, titans, wyverns, it's a bit too much... Tongue Unless someone has some converted, ready to modify to suit the mod. Smile

I can give Dragons a try. ;-D But as you said, dragons are much overused. ;-D Overrated too.

Monsters were planned to be scorpion/tentacle-like (no associations, pls x-D).


AltomareXD wrote:
And Battle Mages!! With uh, there's that thing called a Death Ray , like an ancient weapon using curved mirrors.


You mean warrior mages (mixed classes)? Hmmm, maybe it could be done...


Ixonoclast wrote:
Add triggers on the map that when you do some stuff, you get double-unlubed-assraped by neutral demons.


Triggers are a must. ;-D


partyzanPaulZy wrote:
mana? Some mushrooms are mana! #Tongue


Destiny wrote:
I support mushrooms! #Tongue


Mushrooms. x-D Maybe as new overlays or objects on the maps... x-D


Hmmm, I thought about this resolution:
The resource will be a new kind of gold, partially magical: precious for mages, partially valuable as mithril, i.e. much useful for warriors and common troops.

Mana stones could be added as 3rd/4th source of credits, maybe.



Thank you all for your comments. Very Happy They're much appreciated.

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inzane krazy
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PostPosted: Thu Sep 17, 2009 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Giant Scorpions sound fun #Tongue

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Allied General
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PostPosted: Thu Sep 17, 2009 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well ingame all units share the same resource i.e. $

Just think of mana as a expensive commodity like spice or something or make it spice if you a more real world flavour.

Oil Derricks can either be trading outposts or mana fountains.

Hospitals can be like a healing fountain. (obvious wc iii connections) but that's probably a good base mixed with AOE II.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Sep 17, 2009 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, I think you have 2 resources already available to you; money and power. Money can be turned to food/w/e and power can become mana. However, you'll probably have to figure out how to make infantry powered like robot tanks.

You can have each player build farms that function like oil derricks, providing a little money every so often. This allows you to control the economy pretty tightly if you want to limit the amount of farms a player can build. You can make tech structures like Iron Mines and Stone Queries that could be prerequisites for things like Swordsmen and Castle walls respectivly. PowerPlants could be Mana Stones, but it might be tricky to put this into practise

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0warfighter0
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Joined: 07 Dec 2007
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PostPosted: Thu Sep 17, 2009 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or power could be made into "workers": Buildings can't do anything without workers, so you need to build a farm to provide food and then build some houses to acquire the workers (so houses=powerplants).

Liking your mod, it's original! Smile

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Allied General
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Joined: 19 Mar 2004
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PostPosted: Thu Sep 17, 2009 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Power = food is logical or like "industry" e.g. blacksmiths, armories

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Thu Sep 17, 2009 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why does the quality is so poor?

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Feillyne
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Joined: 01 Jul 2008

PostPosted: Thu Sep 17, 2009 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
Giant Scorpions sound fun #Tongue


Maybe they will be flavoured with some zombies too, who knows. Tongue


Allied General wrote:
Well ingame all units share the same resource i.e. $

Just think of mana as a expensive commodity like spice or something or make it spice if you a more real world flavour.

Oil Derricks can either be trading outposts or mana fountains.

Hospitals can be like a healing fountain. (obvious wc iii connections) but that's probably a good base mixed with AOE II.


You know, Oil Derricks can be replaced with almost anything which could provide steady income of cash, for example banks, taxers, etc. Tongue

This idea of mana stones is quite good... I use it in a concept of "mana stone mixed with gold". Wink

Only one question remains: should it be poisonous for troops?

BTW, thanks for the idea for hospital. A mana fountain is applicable to all kinds of troops, including 'magic-powered' ones. Wink


DaFool wrote:
Hmmm, I think you have 2 resources already available to you; money and power. Money can be turned to food/w/e and power can become mana. However, you'll probably have to figure out how to make infantry powered like robot tanks.

You can have each player build farms that function like oil derricks, providing a little money every so often. This allows you to control the economy pretty tightly if you want to limit the amount of farms a player can build. You can make tech structures like Iron Mines and Stone Queries that could be prerequisites for things like Swordsmen and Castle walls respectivly. PowerPlants could be Mana Stones, but it might be tricky to put this into practise


Hmm, it's a waste of power resource, to not have it drained by infantry units. Wink Then power could become food or unit cap (but a changeable limit, fortunately). Smile But it's impossible due to the engine.

Money could be easily turned to food, but the problem is that food isn't required that much when training mages and magic creatures.

Such units should be expensive to train, but when we turn gold/money into food... it'd look like they'd require (too?) much food, which is hilarious. Wink


Yup, and e.g. stables which could be prerequisite for training cavalry in barracks (which normally would train foot troops only).


0warfighter0 wrote:
Or power could be made into "workers": Buildings can't do anything without workers, so you need to build a farm to provide food and then build some houses to acquire the workers (so houses=powerplants).

Liking your mod, it's original! Smile


Yeah, that's the concept I made "workers guilds" for. Smile But future mage towers, magic buildings, and SWs shouldn't require any kind of common workers, but rather mana/magic power... so the idea, most probably, must be scrapped.

Thanks. Smile


Allied General wrote:
Power = food is logical or like "industry" e.g. blacksmiths, armories


Hmmm... the problem of magic/magic-powered buildings remains... and the mana isn't required for regular (non-magic) buildings.


vefbl4 wrote:
Why does the quality is so poor?


They're only very early alpha version buildings... if I find nice brick textures, and so on, I'll change at least some of them. Smile


As always, thank you very much for all your comments! They've very useful, the more in this early stage of development.

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inzane krazy
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PostPosted: Fri Sep 18, 2009 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you could make everything use mana stones, to make more sense during early game Surprised

Like magical swords and armor :O

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Dubzac
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PostPosted: Fri Sep 18, 2009 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

i like the ideas. what about archers and ballista

( gona love those things )

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Destiny
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PostPosted: Fri Sep 18, 2009 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
This idea of mana stones is quite good... I use it in a concept of "mana stone mixed with gold". Wink

lolwut, Mana Gold? #Tongue

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partyzanPaulZy
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Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Fri Sep 18, 2009 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, I think I saw giant double-tailed Scorpion SHP somewhere.

Also you can make some unit (mage) which spawns storm cloud (it's codable) or maybe even tornado using particle logic.

and Baba Yaga's hut on the chicken leg

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Feillyne
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Joined: 01 Jul 2008

PostPosted: Tue Sep 29, 2009 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
Maybe you could make everything use mana stones, to make more sense during early game Surprised

Like magical swords and armor :O


Yup, it will be that "gold mana stones". Tongue x-P

Dubzac wrote:
i like the ideas. what about archers and ballista

( gona love those things )


There will be archers, ballistas should be too, but probably will be low-tech.

Destiny wrote:
lolwut, Mana Gold? #Tongue


Haha, yep. Mana gold stones or something similar. 'Tainted', unpure one as a currency, armour enhancement, weaponry enhancement and 'untainted', pure one as the fuel of mages and magic.


partyzanPaulZy wrote:
Hmm, I think I saw giant double-tailed Scorpion SHP somewhere.

Also you can make some unit (mage) which spawns storm cloud (it's codable) or maybe even tornado using particle logic.

and Baba Yaga's hut on the chicken leg


Hmmm, alternatively LKO's single-tailed Scorpion can be used... why not? Tongue

I thought about single lightning as a special weapon... a tornado could be good, too. But if the change of plans is to be realised ('ll explain later! without spoilers Very Happy), it should be something more frost/ice related (plus flame/firelike).

Hehehe, that Baba Yaga's hut pwns all. Tongue


Below bloody evil sidebar for (actually) good guys' faction. x-D

(Texture/pattern is created by Stanly.)

Note: It's in the early stage of development. It lacks some (all? x-P) buttons, etc. But I need your opinion if it'd be good or not.

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Tue Sep 29, 2009 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread

o.o it could be better, sorta reminds me of dated, older games, which can be a compliment. although that repeating texture is grainy and eww.

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inzane krazy
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Joined: 07 Nov 2006
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PostPosted: Tue Sep 29, 2009 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

tainted mana stones? coooool ....

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Volgin
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PostPosted: Tue Sep 29, 2009 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

IDK dude, that sidebar looks like it crawled out of DOOM rather than a game in the medieval period.

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Feillyne
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Joined: 01 Jul 2008

PostPosted: Tue Sep 29, 2009 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:
o.o it could be better, sorta reminds me of dated, older games, which can be a compliment. although that repeating texture is grainy and eww.


Hmm, you mean the repeated logo over and over? Maybe it should be like that. Wink Personally, only these black breaks are annoying me, I should improve that in the beta/final version.


inzane krazy wrote:
tainted mana stones? coooool ....


Probably there will be no difference in-game. Wink Not much different, at least.

What do you all think about the colour of these "mana gold stones"? Maybe gold, like regular gold, but in the shape of a crystal?


Volgin wrote:
IDK dude, that sidebar looks like it crawled out of DOOM rather than a game in the medieval period.


Haha, interesting. Wink Originally there would be a mod with no bad/good guys. But the concept has changed... a little tiny bit...

... so 1st faction will be "fiery" (attention! it's a pun, hehe! x-D) aggresive, but also "Earth"-protective and fight for the right cause with almost right means (apart from arms/combat, you know).

That's why it can look like it crawled out of Doom... x-D


The 2nd faction's sidebar, also lacks some things (mainly buttons):

(Pattern made by Stanley, too.)

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MT
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Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Sep 29, 2009 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look very nice, keep up the good work. The flower-symbols look a bit weird though.

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Oct 31, 2009 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any progress?

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