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#201 Gfire

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Posted 05 November 2010 - 07:00 PM

You have to collect resources somehow.

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.
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#202 Lauri

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Posted 05 November 2010 - 07:16 PM

Fishing in the middle of a battlefield is crazy, yet farming or cutting wood isn't?

Still, techtree is simply the term I use Nert.. I didn't mean to go all out on it :thumbsupsmiley:

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#203 Gfire

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Posted 05 November 2010 - 07:20 PM

Yeah... The way it's working, I don't think a tech tree is very useful. Perhaps just a list of units/buildings which can be revised as we go.

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.
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#204 Lauri

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Posted 05 November 2010 - 07:30 PM

In case I didn't make myself clear enough

I simply use the term techtree, even thought I mean a classic RA Faction Design Document Nert :thumbsupsmiley:

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#205 Nertea

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Posted 05 November 2010 - 09:59 PM

Still, techtree is simply the term I use Nert.. I didn't mean to go all out on it wink.gif

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 :thumbsupsmiley: Or that their mod is fully planned.

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.

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#206 Gfire

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Posted 05 November 2010 - 10:24 PM

Interesting ideas. I'd rather you have to buy the galleys/stalls where purchased at a low price (like 25 or 50) so you do have to spend money to make money, but the main thing spend is the build-time. And if you forget to build them whenever you can you will fall behind. This would require more macro, and in general reward players for multitasking/punish players who don't.
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#207 Lauri

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Posted 05 November 2010 - 11:07 PM

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.

Aye, that could be cool!

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.

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!

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#208 Taralom

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Posted 05 November 2010 - 11:21 PM

Fishing in the middle of a battlefield is crazy, yet farming or cutting wood isn't?

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.

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?
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#209 Kwen

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Posted 05 November 2010 - 11:51 PM

Sure, it's a great idea for a creep replacement.

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#210 Lauri

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Posted 06 November 2010 - 12:19 AM

Err, I don't like it.. It makes them sound barbarric imo ;)

And Taralom:
Remember the scene in ROTK where a village in Gondor had been raided by Corsairs? :xcahik_: :thumbsupsmiley:

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#211 Lauri

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Posted 06 November 2010 - 01:11 AM

Kwen's been busy

Posted Image

Yeah, I got to render it for you people... finally something visual on my part :thumbsupsmiley:

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#212 Kwen

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Posted 06 November 2010 - 01:15 AM

The sail isn't normally squished like that.. and the eyes have an alpha channel :thumbsupsmiley:

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#213 mike_

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Posted 06 November 2010 - 02:58 AM

Okay, that's pretty awesome, Kwen.

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 :thumbsupsmiley:


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 Gfire

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Posted 06 November 2010 - 04:52 AM

I agree on the cloaks.
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#215 Kwen

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Posted 06 November 2010 - 05:04 AM

Well it wouldn't be hard to remove them, if we need to.

When the skin is complete, I'll do the housecolor variations.

Edited by Kwen, 06 November 2010 - 05:07 AM.

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#216 Radspakr Wolfbane

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Posted 06 November 2010 - 05:41 AM

You guys have really thrown yourselves into this.
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#217 Taralom

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Posted 06 November 2010 - 10:21 AM

And Taralom:
Remember the scene in ROTK where a village in Gondor had been raided by Corsairs? :crazed: :xcahik_:

Conclusion: don't start trading / fishing / farming in wartime, for you will be raided. No really, don't :thumbsupsmiley:

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. ;)
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#218 Lauri

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Posted 06 November 2010 - 11:07 AM

Indeed, but I merely countered your opinion. I never said what would be in the mod and what-not :thumbsupsmiley:

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#219 Mathijs

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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.

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#220 Lauri

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Posted 06 November 2010 - 05:25 PM

Now THAT idea, I do like

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