Civil structures and personages
Started by Dubalado, Feb 25 2009 11:31 PM
8 replies to this topic
#1
Posted 25 February 2009 - 11:31 PM
Would be interesting who in accordance with that the player is increasing the amount of structures that surround to their fort, from this one, begin to leave civil units that act like settlers, inhabitants, etc.
They would cross the zone and they would interact with the land. For example fixing it of the old battles near the fort. It is for assigning more realism to the game and clearing the limited military image of the structures and units.
My idea is to represent them so as it happens with the “animals”. That they are not themselves affected by the selection of the player, but that they are scared and they take refuge as the enemy attacks. And if the structures of the player are diminishing, that consequently, also they diminish the one of the player.
Is a viable and opportune proposal?
Health, Iván
En español:
Sería interesante que a medida de que el jugador va aumentando la cantidad de estructuras que rodean a su fuerte, desde éste, comiencen a salir unidades civiles que actúen como pobladores, habitantes, etc.
Recorrerían la zona e interactuarían con el terreno. Por ejemplo arreglándolo de las viejas batallas cercanas al fuerte. Es para asignarle más realismo al juego y quitar la limitada imagen militar de las estructuras y unidades.
Mi idea es representarlos tal cual ocurre con los “animales”. Que no se vean afectados por la selección del jugador, pero que se asusten y se refugien a medida que ataca el enemigo. Y si las estructuras del jugador van disminuyendo, que en consecuencia, también disminuyan la del jugador.
¿Es una propuesta viable y oportuna?
Salud, Iván
They would cross the zone and they would interact with the land. For example fixing it of the old battles near the fort. It is for assigning more realism to the game and clearing the limited military image of the structures and units.
My idea is to represent them so as it happens with the “animals”. That they are not themselves affected by the selection of the player, but that they are scared and they take refuge as the enemy attacks. And if the structures of the player are diminishing, that consequently, also they diminish the one of the player.
Is a viable and opportune proposal?
Health, Iván
En español:
Sería interesante que a medida de que el jugador va aumentando la cantidad de estructuras que rodean a su fuerte, desde éste, comiencen a salir unidades civiles que actúen como pobladores, habitantes, etc.
Recorrerían la zona e interactuarían con el terreno. Por ejemplo arreglándolo de las viejas batallas cercanas al fuerte. Es para asignarle más realismo al juego y quitar la limitada imagen militar de las estructuras y unidades.
Mi idea es representarlos tal cual ocurre con los “animales”. Que no se vean afectados por la selección del jugador, pero que se asusten y se refugien a medida que ataca el enemigo. Y si las estructuras del jugador van disminuyendo, que en consecuencia, también disminuyan la del jugador.
¿Es una propuesta viable y oportuna?
Salud, Iván
#2
Posted 25 February 2009 - 11:33 PM
I'm not sure how well it would work regarding gameplay.
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#3
Posted 26 February 2009 - 12:20 AM
This seems to be more of a looks thing than a gameplay thing. I'm not sure about codability, to tell the truth.
#4
Posted 26 February 2009 - 12:53 AM
im not entirely sure how doable this is with this specific game. the engine was not really built for something like that (large numbers of neutral-passive units) and im afraid taht it wouldnt work very well.
#6
Posted 26 February 2009 - 02:56 AM
Wars of Arda? You can read all about it in the campaign forum topic named "Pillage Time."
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#7
Posted 26 February 2009 - 10:14 AM
What about lag? I mean, if you have 2 fortresses, what can get to like 100 free roaming citizens, and an enemy, say Mordor, 50 Orcs walking there, then you have(I think) LAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAG
AAAAAAAAAAAAAAAAAAAAAAAG
#8
Posted 02 March 2009 - 01:42 PM
I think it would add a nice extra to the detail, as long as there weren't too many. Say one per building, and they'd have no role except as eye candy who walk round your camp chatting and running away when the enemy arrive. If it wouldn't work, maybe you could research an upgrade that meant that a handful of non-controllable peasants/orcs (say, one or two per building) would wander round your camp guarding it and attacking enemies who attack the buildings. They'd be very weak but could have a Draft upgrade. This would be a major change, though.
#9
Posted 02 March 2009 - 02:30 PM
"I think it would add a nice extra to the detail, as long as there weren't too many. Say one per building, and they'd have no role except as eye candy who walk round your camp chatting and running away when the enemy arrive. If it wouldn't work, maybe you could research an upgrade that meant that a handful of non-controllable peasants/orcs (say, one or two per building) would wander round your camp guarding it and attacking enemies who attack the buildings. They'd be very weak but could have a Draft upgrade. This would be a major change, though."
Perfect, that´s my idea
Perfect, that´s my idea
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users