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. _________________ Victory! QUICK_EDIT
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. _________________ Victory! QUICK_EDIT
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). 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
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.
Factions... there are 3 planned factions, I'm thinking of a patch, which would allow more, but we'll see. 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?
Team Black wrote:
they should have midevil GDI and Nod, just despite you
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.
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. 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) _________________ QUICK_EDIT
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 _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
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
Yup, I thought about the same thing.
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... )
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. Why not? Only the rest of Allied PP should be avoided. ^^
Thanks.
Thank you for feedback. The resource problem left to solve. _________________ QUICK_EDIT
You could...uhhh, do the casual resource type with most of the Fantasy RTS, crops. Use a farm hut or something to spawn them _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
You could...uhhh, do the casual resource type with most of the Fantasy RTS, crops. Use a farm hut or something to spawn them
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.
Awwww, I've forgotten. There will be fourth 'civilian' monstrous faction. They will be guarding some of the places, notably secret / civilian tech ones.
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. _________________ QUICK_EDIT
Harvesting mana...very interesting idea, AG. Unless they're magicians that only need mana and not food... But then again with mana magicians can conjure food...bleh. Farm huts seem to be the more plausible idea... _________________ Please, read the signature rules of the forum. QUICK_EDIT
Demons: DO WANT
and don't forget...
Dragons <--Overused, but still
Wyverns
Golems
Titans
Etc
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 _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
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... 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
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... Unless someone has some converted, ready to modify to suit the mod.
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!
Destiny wrote:
I support mushrooms!
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. They're much appreciated. _________________ QUICK_EDIT
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 _________________ Please, read the signature rules of the forum. QUICK_EDIT
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).
Maybe they will be flavoured with some zombies too, who knows.
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.
This idea of mana stones is quite good... I use it in a concept of "mana stone mixed with gold".
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.
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. Then power could become food or unit cap (but a changeable limit, fortunately). 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.
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!
Yeah, that's the concept I made "workers guilds" for. 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.
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.
As always, thank you very much for all your comments! They've very useful, the more in this early stage of development. _________________ QUICK_EDIT
Maybe you could make everything use mana stones, to make more sense during early game
Like magical swords and armor :O
Yup, it will be that "gold mana stones". 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?
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?
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 ), it should be something more frost/ice related (plus flame/firelike).
Hehehe, that Baba Yaga's hut pwns all.
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. _________________ Last edited by Feillyne on Tue Sep 29, 2009 2:51 am; edited 1 time in total QUICK_EDIT
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. _________________ Delirium.. QUICK_EDIT
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. 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. 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. 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.) _________________ QUICK_EDIT
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