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#261 Taralom

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Posted 10 November 2010 - 11:55 AM

the bricks are more Roman, though...
Apart, from that, the color scheme is good. It sure has this "Ancient" feeling to it.

Edit:
done some quick research. It seems to be that it is not Roman at all, but the reddish bricks are. May I suggest paling them a bit?

Edited by Taralom, 10 November 2010 - 11:57 AM.

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#262 Ganon

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Posted 10 November 2010 - 12:17 PM

The farm looks really good. :p

Although, if I might make a suggestion: I realize that the storehouse for the wheat would be elsewhere, but for added visual appeal, why not include a small storehouse within the wall? (On second thought, you've probably already thought of that when discussing visual ranks...)

Also the corners of the walls seem...unfinished. ;)

Edited by Ganon2020, 10 November 2010 - 12:24 PM.


#263 Mathijs

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Posted 10 November 2010 - 02:31 PM

We have discussed storehouses and other things for ranks, yes.

The "red bricks" are terra cotta roof tiles, and originated in ancient Greece. The Romans copied them. Don't worry, I do my research.

Edited by Matias, 10 November 2010 - 02:32 PM.

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#264 Gfire

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Posted 10 November 2010 - 03:34 PM

Well... I had suggested the idea of having 10 ranks and everyone seemed to like that idea, although it could be 5, depending on if the units are capped at 5 or 10. In this case, I'm not sure what is to be done about the visual indicator for a rank. I also think adding towers to the farms and nearly every structure like BFME2 wouldn't be a good idea considering the lack of siege and whatnot... If players want towers they can build towers.
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#265 Mathijs

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Posted 10 November 2010 - 03:42 PM

If we do 10 ranks, I will make two visual indicators, one for rank 5 (probably the walls themselves) and one for rank 10, a storehouse of some sort. I want the farm to be a big field, mainly. Less workload, it looks better, and its different from the villa-esque farms in BFME.

Edited by Matias, 10 November 2010 - 03:43 PM.

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#266 Taralom

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Posted 10 November 2010 - 03:53 PM

The "red bricks" are terra cotta roof tiles, and originated in ancient Greece. The Romans copied them. Don't worry, I do my research.

I should have figured that the romans where just an unoriginal people. I hereby officially withdraw my statement. Keep up the good work, lads!
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#267 Gfire

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Posted 10 November 2010 - 03:53 PM

Right... Perhaps it would get HP increases just at those levels or something?
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#268 mike_

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Posted 10 November 2010 - 05:00 PM

I dunno, I think that it would be cool if it (and all buildings) got a 10% increase at each level so that a level 10 structure would be twice as resilient as a level one of the same type.

And the farm looks great, Mathijs and Kwen. Very realistic :p

Edited by mike_, 10 November 2010 - 05:01 PM.


#269 Gfire

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Posted 10 November 2010 - 05:11 PM

If it's that way I might not even bother with visuals for the ranks... This isn't BFME, we don't need to follow all its rules. The reasons EA put effort into the things they did and not others is beyond me.
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#270 mike_

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Posted 10 November 2010 - 05:18 PM

Eh, I don't think that would be necessary. I like having visual rank upgrades, even if they're as far apart as Mathijs suggested - it's a great aesthetic touch.

#271 Ganon

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Posted 10 November 2010 - 05:55 PM

Why do the buildings even need to go to rank 10?...What's wrong with the Vanilla BFME 3? :p

#272 Kwen

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Posted 10 November 2010 - 06:22 PM

because it adds more importance to them. For example if you start with a few farms, then start buying things, you're going to have a slow start. But if those farms are well protected and ranks increase, all of a sudden you have rich cash flow.

On the flipside, if you build many farms early, and spread out far. the farms are likely to be attacked and destroyed. Meaning they don't have a chance to rank up, and thus you get less money in the long haul.

This hardly applies with BFME 3 ranking farms/buildings. Because losing a rank 3 really isn't that big of a deal, because it adds only a tiny amount more money.

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#273 Lauri

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Posted 10 November 2010 - 06:41 PM

Farms (and possible other resource structures) = Rank 10

Everything else = 3
Everything else that is logical (fortress, battle towers..) = 1

And health already increases by 10% for each level (well, 20% on the last, because then it get's to 100%) ;)

I did all of this yesterday :p

Visuals for ranks = Love, even if only twice in 10 ranks ;)

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#274 Gfire

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Posted 10 November 2010 - 08:05 PM

The entire point was that no silly structures would be capped at level 3 anymore, but would go to 5 or 10 like units. Including non-economic structures, of course. Those were the main purpose of it.
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#275 Allathar

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Posted 10 November 2010 - 09:47 PM

Regarding the farms, is it possible to have them just be fields, which are worked upon and the resources brought to a central location (mill or town center)? Brings opportunities for the opposing players to capture these fields instead of destroying them. I'm not sure if that's codeable, although the lumber mills from vanilla work pretty much the same.

Anyway, looking great so far :p
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#276 Lauri

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Posted 10 November 2010 - 10:08 PM

Lumber mills work the same because they harvest trees

AFAIK, you can only harvest something that has HARVEST as a KindOf, meaning that farmers will gather anything with HARVEST in it.. :p
Basically, not gonna happen

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#277 Gfire

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Posted 10 November 2010 - 10:14 PM

Indeed, it wouldn't work. I've tried it before and could find no way to do it.
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#278 Allathar

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Posted 10 November 2010 - 10:40 PM

Also not as a terrain spell, instead of having it as 'structure'? Afaik the Elven Forest spell produces harvestable KindOfs, so perhaps it might work that way. But it seems like that's more trouble than it's worth, yeah.
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#279 Mathijs

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Posted 10 November 2010 - 10:45 PM

The entire point was that no silly structures would be capped at level 3 anymore, but would go to 5 or 10 like units. Including non-economic structures, of course. Those were the main purpose of it.


What's the point? For the farm I can see the added strategic value, but for the other buildings?

I disagree on this. The farm can go to level 10, but there is no reason for any of the other buildings to do the same. I don't see why they should.

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#280 Lauri

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Posted 10 November 2010 - 11:30 PM

Also not as a terrain spell, instead of having it as 'structure'? Afaik the Elven Forest spell produces harvestable KindOfs, so perhaps it might work that way. But it seems like that's more trouble than it's worth, yeah.

It's not that we can't get it working, because we can ;) It's just that it seems silly for a farmer to go chop a tree after a farm, because we can't make a difference between tree and farm. One can't harvest only one type of them, it's both.

And there's no trouble with building them either, building or summoning, if it's got HARVEST, it can be harvested :p

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