Comments & Suggestions for Beta V!
#241
Posted 31 January 2008 - 01:47 AM
But for the "Evil" factions, like Mordor, Isengard, Goblins, give them a recruit bonus, because they are better known for agressiveness and massive armies.
Dunno, it just popped into my head while watching RotK.
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#242
Posted 31 January 2008 - 11:11 AM
Since S.E.E. is all about glorifying siege and massive battles, what about giving special build/recruit bonuses for the "Good" and "Evil" factions? Like for MotW, Elves, and Dwarves, giving them a build time reduction for structures-- because they (or at least MotW) are known for their defenses.
But for the "Evil" factions, like Mordor, Isengard, Goblins, give them a recruit bonus, because they are better known for agressiveness and massive armies.
Dunno, it just popped into my head while watching RotK.
Good suggestions. Mordor already has the call the horde power, however. But I do like the spirit of the suggestions. Be cool if you could flesh them out a bit more.
#243
Posted 01 February 2008 - 09:33 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#244
Posted 03 February 2008 - 12:04 AM
#245
Posted 09 February 2008 - 01:53 AM
Edit: moved from 'Optimized Fortress-Map AI and Wallbuilding AI'.
Edited by Sûlherokhh, 09 February 2008 - 02:06 AM.
wrong thread
#246
Posted 09 February 2008 - 02:10 AM
I invite you to design walkable build-anywhere-walls, with several textures for snow and upgrades, elevators that you easily make buildable left or right, wallhubs that are actually passable, fitting expansions the preferably extend left or right instead of replacing the wall segment and becoming unpassable.
And for all of that we also need buildup animations, several damage states, damage and destroy/rubble models and animations and all of that for about 5 factions.
Feel free to start already.
Primarily it is modelling/animation, not coding. And an awful lot of it. Coding it in is comparably quick work.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#247
Posted 09 February 2008 - 03:07 AM
Maybe each could be suited to their factions play style? Ie:
Gondor
-A large, well-rounded stat-wise, caravel (?).
Moria
-A horde of many small rafts that attack as a group (?).
Mordor/Evil Men
-A massive Corsair vessel, which can both ferry melee troups and garrison archers.
Elves
-A huuuuge transportation vessel, that could ferry many battalions of units (think six to eight)
Dwarves
-An elephantine (means big xD) Dale warship, which could carry more battalions of archers than the average boat but not as many melee units.
All I've got,
-mike
#248
Posted 09 February 2008 - 08:47 AM
In summary, correct existing formations, and add special formation types to all battalions.
#249
Posted 09 February 2008 - 03:21 PM
I invite you to design walkable build-anywhere-walls, with several textures for snow and upgrades, elevators that you easily make buildable left or right, wallhubs that are actually passable, fitting expansions the preferably extend left or right instead of replacing the wall segment and becoming unpassable.
And for all of that we also need buildup animations, several damage states, damage and destroy/rubble models and animations and all of that for about 5 factions.
Feel free to start already.
Primarily it is modelling/animation, not coding. And an awful lot of it. Coding it in is comparably quick work.
I see, So, we will have to wait a long time before Walkable Walls come out then. Oh well. :-)
#250
Posted 09 February 2008 - 03:44 PM
What would the Modelling part include? Making the walls broader to walk on and modelling staircases(staircase houses)?
Edited by Wundai, 09 February 2008 - 03:44 PM.
#253
Posted 09 February 2008 - 08:41 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#254 Guest_Guest_*
Posted 10 February 2008 - 02:59 PM
#255
Posted 10 February 2008 - 03:33 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#256
Posted 10 February 2008 - 04:21 PM
I see, So anyway, Do you wanna play some S.E.E in a while Sul? OR like tomorrow night or Tuesday? Through Hamachi?RJ has incorporated the old BfMe1 castles and some new ones for the new factions, but only on select maps.
#257
Posted 11 February 2008 - 04:18 AM
oh yah, and to make the battles much nicer, could you make all battlions twice the size it is now?
Edited by Sûlherokhh, 11 February 2008 - 06:59 AM.
#259
Posted 16 February 2008 - 05:09 PM
#260
Posted 16 February 2008 - 05:45 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
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