Peloponnesian Wars Mod
#181
Posted 05 November 2010 - 03:22 PM
Although, a lot of pictures of Triremes actually show a grid pattern on the sails.
#182
Posted 05 November 2010 - 03:23 PM
edit: refering to the Lambda sign on shields
Say, apparently, spartans where some sort of secret police as well. This was called the Krypteia. http://en.wikipedia.org/wiki/Krypteia
I was reading that article and thought 'hm, that could prove for some interesting game-play'. I envisioned a cheap upgrade that improved spartans' base stats, but without it, they would grant a tiny (stackable?) bonus to economy. The reason behind this would be helots working harder when Spartans where observing them. It might prove a tiny upgrade to the Spartan economy, which should be generally bad in my opinion.
Edited by Taralom, 05 November 2010 - 03:24 PM.
please take note that, until further notice, I don't care, so get lost.
#183
Posted 05 November 2010 - 03:58 PM
The basic Farming Trees as BFME2 :
Upgrade the Harvest amount - Fuel the fires
Upgrade the Harvest time - Done by upgrading the commandset of the Lumbermill to build
' Faster Workers ' - Speed of movement and HarvestPreparationTime
I even have a SYSTEM where a Tree grow into a forest if needed
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Stone Repair Workers - Can repair only Stone Buildings
Wood Repair Workers - Can repair only Wood Buildings
Specialist Repair Workers - Can repair Stone and Wood Buildings
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Age based Buildings / Units -
Initial age - The porter is allowed only Wooden buildings - Wooden Walls - Spears : must be upgraded to Stone Age
Stone - Use of Stone allowed - Buildings types are stronger / Stone Walls allowed : Elite unit : stone thrower
Bronze - Units get Bronze swords / Shields : Elite unit : Sword Fighter
Iron Age - Units get Iron swords / Shields / Armour - Stronger : Elite unit : Knight
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Allowed Technologies
: Hunting / Fire / Masonry / Farming / Blacksmith / Woodworking / Fishing / Healing,Medicine / Siege
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Ring system :
Replace the ring with an 'Arc' Religious Relic
you get a Priest or a sorcerer
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Fishing : Code impementation : MAYBE
The fishing boats are like Workers hunting for trees
The model of one tree ifs replaced with a fish or group of fishes
and has a locomotor which allows it to float ...not too sure
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Hunting :
The Creeps lairs spawn Bears / Dear etc. any unit can kill them
Only a special Hunter unit can kill then and gain BOUNTY
This unit then has upgrades for faster Kills / More bounty etc
The lairs cannot be attacked .. only the slaves
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the draft power could be used with other units
Edited by JUS_SAURON, 05 November 2010 - 04:13 PM.
#184
Posted 05 November 2010 - 04:14 PM
Well, I've been doing some more research, and I've got some ideas for Athens. Historically, Athens' Hoplites were the middle-class men of the city - they had no state-funded military (until much later anyway, and then it was just the navy), so warriors had to pay for their own equipment. This could be represented in gameplay as the Athenien hordes possibly being smaller/more expensive than the Spartan ones, but having higher defensive values as a tradeoff.
Since fishing boats have been brought up - maybe if fishing itself couldn't be implemented (a la Age of Empires, see below for a crackpot theory), an upgrade could be purchased at Harbours built on the map to allow them to produce a trickle of resources representing fishing activity.
Now for an idea: would it be possible to create schools of fish (shown as bubbles of water on the surface, whatever) with a large amount of health points and are only attackable by fishing boats? And when they take damage, something similar to Eomer's "Outlaw" power could give the player 'attacking' them resources as their health drops? This could introduce a very cool kind of economy where the player could risk overfishing and and destroying the schools, losing that resource, or they could choose to fish elsewhere while it replenished itself. This would also make naval warfare even more important, as the player would need to defend his fishing vessels against enemy raiders or their own fishermen.
EDIT: Also, about triremes: would it be possible for them to get an upgrade of, say, "Marines", that allows them to do melee damage to them in additon to the ram attack? Or would a ram even be possible? Regardless, I don't think that literal firefights should be the only way that they can harm one another.
Anyway, I'll write up an actual tech tree and try to post it this weekend - probably Sunday. I've got a LONG ASS bus ride tomorrow with a very intelligent friend, so I should be able to get something together.
Edited by mike_, 05 November 2010 - 04:16 PM.
#185
Posted 05 November 2010 - 04:41 PM
So as far as resource collection, I think Fishing, Farming and Wood Harvesting would be great. Farms could act like BFME2 farms, but like I was saying they would have 10 levels. And you could upgrade their level at a cost, so it takes some time to regain that cost in resources earned, so it's an investment. Trees could be somewhat like BFME2 trees but also with the leveling system, and I think that fish system would be perfect. (Unlike the trees, they wouldn't have to return loads which would make raiding them with warships even more effective.)
And then farms and lumber mills could decrease the cost of certain types perhaps... That system did work better when you had to make more choices with the build plots in BFME1, but it still works I guess. As long as they are plenty expensive so you can't just spam them. They shouldn't be worth buying just for the decrease in cost, they need to increase you're income significantly to pay for themselves effectively.
In theory, building a second farm would be more cost effective than leveling one up, but of course you have to think about how far spread you are making your economy, it will be difficult to protect. On the other hand if you lose a higher-level farm it is quite costly. Also, once you have 6 farms or whatever the maximum is you can't decrease the cost anymore and at that point it might be best to start leveling you're buildings. But you can also level them by leaving them alone so long-term having more is better.
It's quite a dynamic economic system, there's a lot to think about without it being overly complicated.
Edit: Oh, and as far as I go, I'd love to work on the 2d art for the mod. It's a rather dull job (probably based on screenshots not reference photos, that's what I would prefer,) but it's one of my strong-points and I'd like to contribute to the visuals in some way. (My modeling and texturing certainly doesn't stack up to the work you guys are doing.)
#186
Posted 05 November 2010 - 05:21 PM
Like creeps, that wander. That's brilliant! It should work, theoretically..Since fishing boats have been brought up - maybe if fishing itself couldn't be implemented (a la Age of Empires, see below for a crackpot theory), an upgrade could be purchased at Harbours built on the map to allow them to produce a trickle of resources representing fishing activity.
Now for an idea: would it be possible to create schools of fish (shown as bubbles of water on the surface, whatever) with a large amount of health points and are only attackable by fishing boats? And when they take damage, something similar to Eomer's "Outlaw" power could give the player 'attacking' them resources as their health drops? This could introduce a very cool kind of economy where the player could risk overfishing and and destroying the schools, losing that resource, or they could choose to fish elsewhere while it replenished itself. This would also make naval warfare even more important, as the player would need to defend his fishing vessels against enemy raiders or their own fishermen.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#187
Posted 05 November 2010 - 05:42 PM
please take note that, until further notice, I don't care, so get lost.
#188
Posted 05 November 2010 - 06:00 PM
Does that confuse you?
Edited by Matias, 05 November 2010 - 06:00 PM.
No fuel left for the pilgrims
#189
Posted 05 November 2010 - 06:11 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#190
Posted 05 November 2010 - 06:13 PM
Something about the various methods of resource collection - would the big three (Agriculture, Foresting, and Fishing) bring discounts to certain types of units? For example, Agriculture and Fishing could lower unit costs the more collectors you have tasked to them, while Foresting would lower building costs.
As an aside, maybe it wouldn't be a bad idea to refit the Gondor Stonemason from BFME1 for use in this mod as another resource-producer? It could offer building improvements as well as lower costs for buildings like Foresting, making the four main ways of collecting resources equal (two for two, I mean). Or would that overcomplicate things?
#191
Posted 05 November 2010 - 06:21 PM
#192
Posted 05 November 2010 - 06:21 PM
Still, I'd like there to be differences between the factions, so Spartans have fewer choices than Athens.
Say that Sparta can have max 10 resource buildings. They would bring in more resources than 10 Athen ones, but Athens can have 15, which would net them the same gain.
This way, Sparta are more fragile, while Athens have more to lose (well they do.. )
The 4th Age version 0.8 has been released: Link
#193
Posted 05 November 2010 - 06:24 PM
Perhaps the stoneworker could only be for Athens and not Sparta?
#194
Posted 05 November 2010 - 06:25 PM
#195
Posted 05 November 2010 - 06:29 PM
#196
Posted 05 November 2010 - 06:31 PM
You guys really need to unify your ideas though. Don't make a tech tree. They're pretty useless unless you're actually making a game which is based around prerequisite technologies, which you're not. Write some kind of design document that lays out the goals of the mod and the concepts you're using for the two sides so you can see how the different components synergize. That just makes it easier to maintain design unity, because there are a whole lot of conflicting ideas floating around this thread.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#197
Posted 05 November 2010 - 06:34 PM
#198
Posted 05 November 2010 - 06:45 PM
Not at all, I just find it weird to take up fishing in the middle of a battlefield. Contested waters are no place to start your fishing business.Does that confuse you?
Plus, I just wanted to put in that you should try to keep it BFME minded, not Age of Empires, with fishing, villagers, etc.
please take note that, until further notice, I don't care, so get lost.
#199
Posted 05 November 2010 - 06:47 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#200
Posted 05 November 2010 - 06:48 PM
EDIT: I'm going through it now, Kwen, and collecting the goals and ideas brought up throughout into a design document.
Edited by mike_, 05 November 2010 - 06:49 PM.
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