The official Return of Shadow Discussion thread
#1041
Posted 06 January 2011 - 02:54 AM
Once again I'm sans net.
I'm still working on things though did some work on Rhun,Rohan,Rivendell and some AI and mapping.
I'll share more about these things once my net is back up again.
I can however share this tidbit with you guys now.
I've introduced a new feature to the mod.
The initial command point limit is 1000 now but when you expand and biuld additional Camps,Castles or Outposts the CPL raises up with each one.
For each one you build you get an extra 250 CPL up to a maximum of 2000.
The AIs are also being changed I'm getting rid of the Easy and Medium AIs and replacing them with Hard AIs but with different playstyles.
So it'll be Rush,Turtle and Balanced instead of Easy,Medium and Hard.
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#1042
Posted 06 January 2011 - 09:53 AM
I've introduced a new feature to the mod.
The initial command point limit is 1000 now but when you expand and biuld additional Camps,Castles or Outposts the CPL raises up with each one.
For each one you build you get an extra 250 CPL up to a maximum of 2000.
Interesting, I never knew that the CP limit could be changed in BFME 1 (during gameplay). It's done through scripts I suppose?
The AIs are also being changed I'm getting rid of the Easy and Medium AIs and replacing them with Hard AIs but with different playstyles.
So it'll be Rush,Turtle and Balanced instead of Easy,Medium and Hard.
Well, if you get THAT working, perfectly. I think it would be a nice addition. And a great accomplishment.
#1044
Posted 07 January 2011 - 05:30 AM
I have started on the AI stuff so far The Deep,Gondor,Isengard and Mordor have the basics up and running each of the AI types has 2 variations.
All of them will be at least set up by the next beta.
I didn't mention it but I've also changed the victory/losing screen for multiplayer and skirmish maps,nothing major just some aesthetic tweaks.
The CPL is done through an AI script I might write a tutorial for it.
I have a few more things planned little features to sex up the mod a bit more.
There have been a few changes to some hero's abilities.
Lurtz loses Pillage
Lurtz's leadership has been changed into Range Master which is a leadership that effects Crossbows and Towers increasing range and damage.
Mauhur gains Pillage.
Mauhur gains a new negative leadership called Impair Sences which reduces Vision,Range,Speed and removes Autoheal for enemies.
Grima also gains a new negative leadership that slows nearby enemies called Undue Influence.
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#1045
Posted 07 January 2011 - 07:34 AM
The CPL is done through an AI script I might write a tutorial for it.
Yes, please do. There are so many potential applications for this.
Edited by Ganon, 22 January 2011 - 01:52 PM.
#1046
Posted 18 January 2011 - 04:56 PM
#1047
Posted 20 January 2011 - 01:14 AM
Yet another feature is being added called Environmental modifiers.
Basically it's a way for certain terrain to affect units like High Ground providing a vision and range boost while low ground decreasing it.
I've been working on some changes to Rhun and I'll officially announce those changes once I have the internet again.
Morgul is being pulled from the next beta because I'm going back to the drawing board for them and they aren't ready yet.
They will be replaced by one of the other unreleased factions that are nearer to completion.
The CPL thing has been modified as well you now start with 500 CPL and can go to a maximum 2000 gaining 250 with each expansion.
Oh yeah Fishbone can you post some of this news on moddb for me.
Edited by Radspakr, 20 January 2011 - 01:15 AM.
Break dancing into the hearts of millions
#1048
Posted 22 January 2011 - 01:51 PM
...Hmm, sounds interesting.
I imagine that was difficult to set up.
Should we expect a tutorial?
#1050
Posted 22 January 2011 - 04:34 PM
And besides, how would it know who was defending the hill, and who was trying to take it? If it were set up the way you suggest it would give a bonus to everyone, and thereby defeat the purpose of having it in the first place.
#1051
Posted 22 January 2011 - 07:10 PM
He never said anything about capturing a hill. If you have archers on a hill, they will see longer, no matter who's hill it is.. Environmental modifiers, just as rain might decrease sight, accuracy or something like that
Of course I could be wrong, but I think I'm correct
The 4th Age version 0.8 has been released: Link
#1052
Posted 22 January 2011 - 07:35 PM
I imagne it's an invisible object, placed on all maps on every hill (in the example), that boost nearby units...?
This implies that the object would grant nearby units bonuses.
How would it choose who gets it?
That's the point I'm trying to make.
#1053
Posted 22 January 2011 - 07:37 PM
No fuel left for the pilgrims
#1054
Posted 22 January 2011 - 07:38 PM
If it were set up the way you suggest it would give a bonus to everyone, and thereby defeat the purpose of having it in the first place.
#1055
Posted 22 January 2011 - 07:43 PM
No fuel left for the pilgrims
#1056
Posted 22 January 2011 - 11:09 PM
If both people were on the hill, then it wouldn't matter right. But if only one person is, say their archers. Then they would be able to see and possibly shoot further and gain a huge advantage over the enemies in the valley. I'm guessing the range would be quite small, so chances are only one team will be in it at a time.If it were set up the way you suggest it would give a bonus to everyone, and thereby defeat the purpose of having it in the first place.
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#1057
Posted 23 January 2011 - 02:13 AM
They would still have their advantage, which is the high ground, when another unit get's there, however the enemy would too. There isn't anything blocking the sight of the enemy, while your archers see long
It's realistic;
Your archers can shoot at the enemy swordsmen for a longer time because they have greater range. However, when the swordsmen reach the top of the hill where the archers are standing, they stand equal again, and in a melee fight, swordsmen win over archers.
Anyone standing on the top of a hill will see longer (please, no stilly counter-statements)
Environmental Modifiers, not Captureable Environmental Modifiers
Well, if it isn't possible for all factions with one object, make 8. Then he can add as many as needed, depending on map-size and player count. Assign them to Player_1 and so on..How would it choose who gets it?
That's the point I'm trying to make.
edit: of course, he could also define Areas in WB and assign units within it a certain boost\decrease. I think that would be possible too with just an AtributeModifier.. Then he could also decrease speed in steeper areas, where you normally don't run as fast
Edited by Lauri, 23 January 2011 - 02:19 AM.
The 4th Age version 0.8 has been released: Link
#1058
Posted 24 January 2011 - 03:46 AM
High Ground only affects ranged units so if a melee unit were to attack them on the hill top the bonus wouldn't help much.
I hadn't thought of steepness I might put that in.
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#1059
Posted 24 January 2011 - 04:49 AM
My thinking was that if high-ground were to grant any other bonus, such as armor, it would defeat the purpose.
Edited by Ganon, 12 September 2011 - 04:46 AM.
#1060
Posted 24 January 2011 - 08:59 AM
I'll post my update soon I guess.
Wolf Den members might want to keep an eye on the Wolf Den over the next few days too.
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