Brainstorming
#41
Posted 07 December 2010 - 06:21 AM
Come now, there's no reason to act all mysterious.
#42
Posted 07 December 2010 - 09:06 AM
Find new ways to use the abilities in game.
If this mod will be worth playing it'll have to offer something more than a reskin of BFME.
We've all been playing BFME for many years make it special.
Break dancing into the hearts of millions
#43
Posted 07 December 2010 - 09:27 AM
In other words, at the time of your post, your hadn't quite worked that out yet?
Come now, there's no reason to act all mysterious.
The ability is coded and functional.
No fuel left for the pilgrims
#44
Posted 07 December 2010 - 02:25 PM
#45
Posted 07 December 2010 - 06:50 PM
#46
Posted 07 December 2010 - 07:36 PM
#47
Posted 07 December 2010 - 07:56 PM
#48
Posted 07 December 2010 - 08:48 PM
Use well what is given to us. And so we are.
Edited by Kwen, 07 December 2010 - 08:48 PM.
Trying to sound wise :P
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#49
Posted 08 December 2010 - 05:35 PM
I agree on bringing something new to the table, but trust me, most things has already been done.
Besides, we aren't making a mod that focus on heroes. And I believe that Leonidas was pretty awesome enough to grant leadership to units.
Rad's not passionate about our mod, he's just pointing out things that we obviously should have because we're a TC, so that he himself can give every hero in his non-TC mod Blademaster and Leadership
The 4th Age version 0.8 has been released: Link
#50
Posted 09 December 2010 - 04:34 AM
I might also point out that I love this project.
I think leadership should be reserved for a VERY select few heroes, not something that's a dime a dozen. It's really, really powerful. If it was like a 15% damage bonus then yeah, okay.
Maybe I've been playing too much Starcraft 2...but I'm now a balance maniac.
#51
Posted 09 December 2010 - 05:34 AM
#52
Posted 17 December 2010 - 08:06 PM
#53
Posted 18 December 2010 - 01:36 AM
No fuel left for the pilgrims
#54
Posted 21 December 2010 - 07:47 PM
#55
Posted 21 December 2010 - 07:57 PM
Q, from Allathar. To what extent are you willing to sacrifice historical accuracy for the sake of gameplay? I.e. heroes that don't match up with the timeline, units, types of buildings, aestethic choices, etc.
A. The main divergence from the timeline is with heroes. Right now we've got Leonidas I, whom as we all know was a hero-king of Sparta during the Greco-Persian Wars. In history, he died at Thermopylae nearly 20 years before the First Peloponnesian War, but in this mod he'll be represented as the primary hero for Sparta. This decision was made based on his popularity with modern gamers and historians, both of which we're attempting to relate to (and are ourselves). Other factors, such as units, buildings and design motifs are as accurate as can be except in certain arguable stances - such as the popularity of Linothorax among Greek Hoplites, which didn't really come into vogue until Alexander the Great popularized it as the standard for the Macedonian military. So it did exist at the time, but wasn't as popular as we're representing it (which is being made for the sake of gameplay, yes).
No fuel left for the pilgrims
#56
Posted 21 December 2010 - 08:00 PM
Seeing as you (and many others...) have not taken the time to check it out, I'll answer your question here. Really, the mod is focusing on the 5th Century as a whole, with the Peloponnesian Wars serving as the "meat" of the content. So, while we'll heavily feature those Wars, and those that fought in them, figures from earlier and later parts of our time period will also be present.
#57
Posted 02 August 2011 - 04:29 AM
How about a Chariot rider like the Battlewagon ...
upgraded with phalanx or archers ..
The main fortress could be split into a few upgraded parts
1. the second level adds vision
2. the towers on the corners are on buildplots
A healing structure would be nice , or some recruit-able healers
Some peasants could be used for repairs , the Draft power could be very handy here !
and the 'Hobbits' could be stone-throwers
And the wolves could be a usable unit , man have been using dogs in battle since time began
Edited by JUS_SAURON, 02 August 2011 - 04:41 AM.
#58
Posted 02 August 2011 - 04:42 AM
#59
Posted 02 August 2011 - 11:21 AM
I'm sorry JUS_SAURON but I have to disagree with a lot of your ideas cause there all generic BFME2 ideas and as this is a TC and they are trying to be as historically accurate as possible.
No worries ..
I like the Spell Book they have ... subtle yet effective
and the commandbuttons are VERY well made !
#60
Posted 02 August 2011 - 04:09 PM
We have a healing building at the moment. Upgrade the Agoge with Battle Squires from the Gerousia and there you go. There are plans for additional healing functionality but they're still being discussed. Fortress upgrades were also discussed at one point (fairly recently I believe) but I'm not sure where we are right now. Also, helots (buildings) can repair buildings. They haven't got an animation yet though.
No fuel left for the pilgrims
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