Jump to content


Photo

Frequently Asked Questions


  • Please log in to reply
68 replies to this topic

#1 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 13 December 2010 - 07:28 PM

Hey guys! I'm working on the next update, which will mainly be a FAQ. Now, I've got a good idea of what kinds of questions need to be included, but I'd like to hear yours (the fans) as well. If you want your question to feature in the FAQ, just post it below :crazed:

Obviously, I won't be doing 16 of the same question (Ie, "add moar factions!!"), so be creative if you want. Make this fun :ninja:

Looking forward to what you come up with!

Edited by mike_, 13 December 2010 - 07:52 PM.
The avarice...


#2 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 13 December 2010 - 08:31 PM

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.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#3 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 13 December 2010 - 08:41 PM

Duly noted, thanks for the response :ninja:

#4 {IRS}Athos

{IRS}Athos

    Non Sequitur

  • Members
  • 4,008 posts
  • Location:Classified.
  • Projects:Ex-Advisor
  •  Resident Shakespearean.

Posted 14 December 2010 - 11:31 PM

What changes do you intend to implement to the fortress expansion system? :sleep:
BulletsfromaGunbanner_zps974f3ea8.png

Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.

I had the meaning of life in my signature, but it exceeded the character limit.

#5 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 15 December 2010 - 01:49 AM

CaH?

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#6 Sauhron

Sauhron
  • Members
  • 49 posts
  • Location:Behind your back.
  • Projects:Life
  •  Mapping, scripting, and annoying people

Posted 16 December 2010 - 06:11 PM

Campaign?
From the ashes a fire shall be woken, a light from the shadows shall spring;
Renewed shall be the blade that was broken, the crownless again shall be king.

#7 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 16 December 2010 - 06:31 PM

Since the update is already released, I'll just use this topic to answer further questions.

Campaign?


No, most likely not.

Edited by Matias, 16 December 2010 - 06:31 PM.

No fuel left for the pilgrims


#8 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 21 December 2010 - 12:39 PM

What are you going to do with the siege system? Having only siege weapons able to attack buildings, so no more pikemen that destroy a building, or?
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#9 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 21 December 2010 - 12:42 PM

Units will be able to attack most buildings, but they won't be as effective and there are going to be upgrades to decrease that effectiveness further. Walls and towers on the other hand will only be vulnerable to siege weapons.

No fuel left for the pilgrims


#10 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 21 December 2010 - 03:37 PM

Wouldn't the siege weapon effectiveness against towers come from their range? Shouldn't the units also be able to attack towers, but at their own peril?
Greetings, community.

#11 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 21 December 2010 - 03:42 PM

Ancient greek towers were broad-walled structures, and their foundations were strong and large. The doors were likely heavily fortified and very resistant against attacks made by spears and the like. All of the other buildings we've made so far have pretty clear weak spots, but the tower won't have those.

None of these things are set-in-stone, but I for one would have the tower be a costly construction, not something to spam around the map. It's really more of a keep than a tower. I don't like how in BFME2 you can just place towers everywhere as a valid defense system.

Edited by Matias, 21 December 2010 - 03:44 PM.

No fuel left for the pilgrims


#12 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 21 December 2010 - 06:31 PM

Yes, although that is not traditional in an RTS, it is certainly valid. Will there be siege weapons which outrange towers?
Greetings, community.

#13 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 21 December 2010 - 07:02 PM

We aren't at that stage of production yet, but I would imagine so.

#14 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 21 December 2010 - 07:34 PM

As long as you can't just make a fast tower in your opponents base and always win.
Greetings, community.

#15 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 21 December 2010 - 07:37 PM

The idea behind towers, is that they are by no means fast.

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#16 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 21 December 2010 - 08:01 PM

As long as you can't just make a fast tower in your opponents base and always win.


We're not recreating Starcraft 2.

No fuel left for the pilgrims


#17 modboy451

modboy451

    A small Big-time Modder!

  • Project Team
  • 783 posts
  • Location:U.S.A
  •  Experienced INI Coder, Advanced Rigger/Binder.

Posted 02 February 2011 - 07:03 PM

how much work does it take to do a total conversion....???

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


Posted Image
Posted Image
Posted Image
Posted Image

#18 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 02 February 2011 - 07:21 PM

A LOT, if you want to do it well. For example, for our Spartan Hoplite unit, several custom models and multiple skins had to be made, more unique abilities than you can throw a javelin at had to be coded, and completely original 2D art also had to made. Then all of those elements had to be put ingame and beaten with an aspis until they worked correctly. It was the first thing ingame and it still isn't fully functioning because we keep thinking of cool new things to implement :p

And that's just one unit. Now imagine all of that, then replicate it towards EVERY unit, EVERY building (which are worse, because you'd have to make original buildup, idle and destruction animations), EVERY Power, EVERY hero, a new UI and more 2D art, likely new voices (though those are admittedly a small priority at this stage), and if you want to be even more accurate EVERY new map relevant to the setting.

#19 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 02 February 2011 - 07:44 PM

how much work does it take to do a total conversion....???


I have no idea, it's far from done. So far though, quite a lot.

No fuel left for the pilgrims


#20 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 02 February 2011 - 09:44 PM

If you have to ask, then it's too much for you to comprehend :p

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users