Peloponnesian Wars Mod
#201
Posted 05 November 2010 - 07:00 PM
And as far as economic micromanagement goes, the fishing system isn't very micro-intensive. You just have to check it from time to time and keep a mental clock to avoid running it out of fish. I think it's a great system.
#203
Posted 05 November 2010 - 07:20 PM
And as far as being an AoE clone... I don't think that's possible even if we tried. Even if it were exactly like AoE but with a horde system, and having only 1 resource, it would play very differently. And we don't even have cavalry archers, so I don't think it's an issue.
#205
Posted 05 November 2010 - 09:59 PM
It was more of a jab at everyone who thinks that having a so-called tech tree means they're ready to make a mod Or that their mod is fully planned.Still, techtree is simply the term I use Nert.. I didn't mean to go all out on it wink.gif
I think you should make Sparta a resource-based economy and Athens a trade-based one. Could be cool, make one have gathering type activities like fishing and logging, and have the other use passive means.
I like this idea lots actually. Give Athens something like a marketplace and a trade dock. Both have high HP, but both constantly spawn (up to a maximum) unselectable units around them that actually generate income (or scale the base income). The units are respectively market stalls and parked trade galleys. They have really low HP but the market has strong HP, so it's really easy to raid, but hard to kill. After a raid, the units slowly respawn and income is restored. Could make use of the income exclusion functionality to drastically limit them being close together.
Or other random idea, give the markets a wall hub functionality, that is, you can build walls off of them. Except the walls have no collision and just bibs, and are actually dirt/paved roads! They scale speed up and also could scale income slightly (more roads = more trade = more money).
Another functional idea that I had lying around at some point were trade caravans, that you could build and then deploy to proving economic scaling for a nearby building.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#206
Posted 05 November 2010 - 10:24 PM
#207
Posted 05 November 2010 - 11:07 PM
Aye, that could be cool!I think you should make Sparta a resource-based economy and Athens a trade-based one. Could be cool, make one have gathering type activities like fishing and logging, and have the other use passive means.
You know, that's acctually a great idea! Don't know how possible it will be for the trade dock to be buildt on shores though, so.. yeah, but the marketplace sounds good!I like this idea lots actually. Give Athens something like a marketplace and a trade dock. Both have high HP, but both constantly spawn (up to a maximum) unselectable units around them that actually generate income (or scale the base income). The units are respectively market stalls and parked trade galleys. They have really low HP but the market has strong HP, so it's really easy to raid, but hard to kill. After a raid, the units slowly respawn and income is restored. Could make use of the income exclusion functionality to drastically limit them being close together.
The 4th Age version 0.8 has been released: Link
#208
Posted 05 November 2010 - 11:21 PM
Correct, that is crazy too. However, I guess that is a bit of the raiding idea. Remember the scene in TTT where a village in Rohan was about to be raided by Uruks? I guess that's the idea for the farms.Fishing in the middle of a battlefield is crazy, yet farming or cutting wood isn't?
Come to think of it, you could use that? Make farms non-player owned, and let Spartan factions raid these farms, killing or just attacking the inhabitants, which yields resources. Destroying the farm is a possibility which yields lots of resources, but it will be destroyed for a while. It will rebuild at some point after which new 'villagers' are spawned. These would be like creeps.
Is that an idea?
please take note that, until further notice, I don't care, so get lost.
#209
Posted 05 November 2010 - 11:51 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#212
Posted 06 November 2010 - 01:15 AM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#213
Posted 06 November 2010 - 02:58 AM
And I love the sound of that, Nert. I still think that it would be neat for Athens to be able to gather resources (if not as... er... well-suited as Sparta) such as fishing etc.
I did some research and found that, yes, Greek men didn't shave or crop their hair on a broad scale until Alexander popularized the idea of it. Just as an aside
EDIT: I hate to say it, but I've also found that those snazzy crimson cloaks the current Hoplites are wearing were ditched before entering combat... however, I cite Rule of Cool as enough to warrant keeping them anyway (as well as being a useful House Colours identifier!).
Edited by mike_, 06 November 2010 - 03:53 AM.
#214
Posted 06 November 2010 - 04:52 AM
#215
Posted 06 November 2010 - 05:04 AM
When the skin is complete, I'll do the housecolor variations.
Edited by Kwen, 06 November 2010 - 05:07 AM.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#216
Posted 06 November 2010 - 05:41 AM
Break dancing into the hearts of millions
#217
Posted 06 November 2010 - 10:21 AM
Conclusion: don't start trading / fishing / farming in wartime, for you will be raided. No really, don'tAnd Taralom:
Remember the scene in ROTK where a village in Gondor had been raided by Corsairs?
But guys, it's your mod. I can only adress issues, on which you share your thoughts and ideas and through that, my adressing will hopefully help you improve your mod.
It's the law of the normal (i.e. non-modders): we suck, and try to help at the same time.
please take note that, until further notice, I don't care, so get lost.
#219
Posted 06 November 2010 - 04:07 PM
Come to think of it, you could use that? Make farms non-player owned, and let Spartan factions raid these farms, killing or just attacking the inhabitants, which yields resources. Destroying the farm is a possibility which yields lots of resources, but it will be destroyed for a while. It will rebuild at some point after which new 'villagers' are spawned. These would be like creeps.
Is that an idea?
This might be good, as long as they don't kill the citizens. You could replace inns and all of those useless BFME2 additions with farms, and have them be capturable. Spartans did control villages surrounding Sparta but I doubt they were stupid enough to kill the farmers because then they'd have to be replaced if you want anything out of it.
No fuel left for the pilgrims
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