Post here for general questions, ideas etc
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Post here for general questions, ideas etc
Just wandering. Now that you have the larger hanya is it possible to have them hit 2 or even 3 men with one swing? Perhaps coding it as an area effect? Just speculation.
Hopefully yes, not looked into it yet but I think units have an area effect? Otherwise they have a charge bonus which throws men upo into the ir like cavalry so I'll be adding that.
Can't you mod into the unit some qualities that an elephant has? Even after the charge is over with an elephant, their normal attacks can launch multiple units into the air I think? Or is it just one?
I just had an interesting idea hoggy. Have the 'peasant' unit for each faction take 0 turns to build. That way you can train as many peasants as you want in just 1 turn. This would make for interesting tacticle desicion. Whats more people might actually consider training them. Just for the simple fact that you could essentially mobilize the entire population of a city in 1 turn. Also when you think how much training does a unit of peasants actually need? They dont need any. Basically youre just handing them a cheap spear and sending them off to die. Using this thought it might take a day to outfit a unit of peasants. Considering how each turn is 6 months you can outfit a lot of peasants. This wouldnt upset any gameplay as peasants are still peasants and any semitrained unit can still cut through them. In the early game youll be severely limited by the population of the city so you probably wont be able to or wont want to mobilize more than 2 or 3 units of peasants. This would effectively not allow any rushing. From what i can think up this sounds like a really good idea to me. Taking the idea further you could then train town militia in 1/2 turn or 2 units per turn. The ultra elite untis could take up to 4 turns to train. The more i think about having peasants take 0 turns to train the more i like the idea.
Ekk!
Mass meat bags, god know's I wouldn't want to clean up after that battle.
@ hoggy what tools do You use to model and skin and such?
Many Thanks.
Actually shifty, i'm not positive but i think that you can't train units in under a turn, plus if you could mobilize your entire population you can essentially strip a city of it's inhabitants and make it useless to capture. And while peasents don't need very much training (maybe a week to show 'em which is the pointy end) you still have to make the spears and get a officer to lead 'em and feed them and all the other logistical problems assosicatied with large armies. In truth i like the idea of quickly training them but i think it's unfeasible.
Actually, you can make them train in 0 turns. You still have to end the turn for them to produce, but you can make all 9 in one turn. Again, you can't train your entire populus since there is a limit of 9 training slots for you to use, so the max of men you could train is 9 peasents each turn.
Ah, sorry, forgot about the 9 cap on training, still you can use it to migrate a chunk of the population.
Just wondering how you Family Tree will work, are you going for Vanilla's style (your ruling family's er..well..family.) or maybe something new?
I like the peasant idea. That way you could quickly draft a large, albeit weak and low morale army to fight way. Or, you can use it to abandon a city and migrate to one of your other cities.
Peasant idea sounds good, we could give it a go and playtest it. Not sure about plans for the family yet I've not really thought about it, i guess it depends what would work best for all the factions.
I like the ability to mobilize your peasants for defense.
To limit their use and the zerging tactic, what if their salary is really, really large making it unfeasible to train 9 of them and keep them for the next turn? So they'd get trained up in an emergency, then before the turn is up, they'd have to be disbanded.
i think if you made thier upkeep high, this would encourage you to only use them for an emergency, rather than initial cost.
oh wait thats what you said. hahah ~D
I know it's fairly hardcoded, but did you ever think of how demons have familes, hoggy? Will it just be assumed that they are led by patriarchal head-demons, or human sorcerers who have families that lead (I guess through conjuring) hordes of demons???
Sorry if this has been discussed before. Keep up the good work - and don't rush it (like Rome: Total War grumble grumble...). ~:cheers:
I also have a few questions/thoughts about the demons.
The fantasy Asia strategy/war board game me and my friends made (I mentioned it a few posts ago) had several demon factions. We mostly devided the demons into smaller factions due the way the looked and what kind of "realm" we thought they fitted into. Not only that, we also found out that except that it looked better it also gave every demon faction a more unique look and strategical profile. As I mentioned we had THE RESTLESS wich consisted of demons, spirits, beings and beasts that we found to be creepy, haunting, ghoulish or/and ghostlike. It was ruled by an evil ancient sorcerer/mystic and his disciples. THE LEGION consisted of demons, spirits, beasts and beings that that we thought to be more devilish/hellish, beastlike, cacophonic or/and brutal (such as Four armed Demons, Oni etc.). We also had a Cult-like faction of cultists, fanatics and outlaws. The cultists obeyed a godess much like Kali (we called the faction "the Bandit swarm" or "the Gathering" as mentioned before).
I don't know if you like the idea of making two sub-factions of the demon faction. But as it looks now you already have (nearly) enough troops to make two quite different-looking factions... at least I think so.
Suggestions on the troops already made...
Demon faction 1: The Ghost realm
Zombie Ashigaru
Undead Samurai
Ghost Geishas
Noh Demons
Floating Hags
Beast Riders
Demon Samurai (or maybe Kagemusha/Ghost general?)
Demon faction 2: The Demon realm
Bakemono
Hanaya
Snow monkeys
Wang Liangs
Shishi Riders
Copperdragon
The Rokurokubi would fit in both of the factions. Maybe only wearing different colored robes to sort them out (red and black robes for the demons and ghost-white and black robes for the ghosts).
I personally think that the Kappa-troops, Tengu Camelrider and the Basket Ronin would fit better as mercenary troops.. I can't really motivate it thou.
Well thats just what I think.
Any way, as I (and many before me have) said before: this mod will be the coolest mod/totalwar-game ever. It's about time that somebody make a descent strategic wargame that take place in Asia (well at least a mythologic/fantasy Asia).
Hoggy is the man ~:cheers:
I think splitting the demons is a question of how large they start. If they start with as much force as others, meaning they can really only expand one way, they it's best for them to be a single faction. However if they have more initial troops than any other faction and can immediately expand in several directions than it's better for them to be 2 different factions, that way they can trip each other up i.e. one head not knowing what the other is doing.
On the matter of demon family tree, maybe it's less a family and more one head demon, his disciples/favoraites in training (babies), then when they mature/complete thier training they assume positions of power and serve as hiers if something 'unfortunate' should happen to their boss and they have to step in and take coomand.
Also although R:TW wasn't as great as it could have been, i still think CA did an excellent job and people are bad mouthing it too much. Remember CA still made the engine and this style of game was thier creation in the first place.
Also could someone please tell me if there are any differences in units between Japan 1 & 2 and/or China 1 & 2
The demon faction should not be split. I debated a few weeks ago and i came to the conclusion that the demons must be a continual wave that sweeps over everything in its path. Seperate demon factions would only hinder this and make them easier to defeat. The demons must be united. Anything else would be going against the flavor of the game.
Alexander - not really sure yet. I think it would definitely make more sense if the Demons come to power by simply bumping off their predecessor. A survival of the most demonic. It'll essentially be down to the limitations of modding RTW in the end.
Kageka - I have to agree with shifty here, one big steamrolling Demon army is the way to go for now. If it proves unplayable we can always split them later.
Dragoon - The two factions will essentially be the same, at a later date i might add some specific units but the main difference will be their starting positions ie one will be relatively easy, one very hard.
I agree with you about RTW too. I am going to be doing some tweaking of gameplay seen in other mods but the main focus of the mod is to change the content not the game. If people don't like RTW it is unlikely they will like this mod as I won't be rewriting the game
Ok. Well I see the point. One almighty demon army is more frightening than a myriad of smaller ones. I guess the cacaphonic and chaotic feeling of the Demon faction is more solid if the demons differ from each other very much (both in apperance and behavior).
But still, there seem to be only one evil faction in the game (I don´t know what you have in mind for all of those human factions though). Will there be some "evil" cult-faction? Some cult that indirectly act/work as agents for the Demon army or to some renegade demon/dark god/dark godess/spirit?
You could perhaps try doing this as rebel demon armies that just appear in random places at random times. RTW already does this. The armies wouldnt pose any major threat. Just an annoyance. I guess the armies would mostly be composed of the undead (zombie ahigaru/samuri, hags, etc). I guess that would work. Not quite an entirely new faction but perhaps a bit more flavor for the game.
Also is there a way to allow no diplomatic relations with the demons. Or at least no bribing. I guess you could have other diplomatic ties though because oni and such are intelligent. There would have to be major consequences though for diplomaitc ties with the demons. Like if you allied with them then every other human faction would declare war on you. Stuff like that. But bribing demon armies is right out.
At least in R:TW unlike M:TW, if a human faction bribed a demon faction then the units would just disband rather than join the humans. Even still though, what would demons do with money? So if possible diplomatic relations with demons should not be possible.
Now here's an idea. Could the human factions be able to acquire 'turned-demons.' I mean, its not like all the demons have to be evil - some demons might be capable of some degree of self control. They could be like elephants in terms of AI, in that, they will fight for the human faction because they want to, but if it all gets too much they just go on a general rampage - because deep down inside they are still demons.
Al Khalifah: maybe it's less 'turned' demons and more demon mercanaries at the borderlands, looking to cause some mischief... any mischief.
That aside, i think random armies of undead appearing would be pretty cool and it would fit into the idea of the mod.
i think i agree with the rebel armies being demon. with one little change, make it happen only in the provinces that surround the original demon lands. i think, though, that this would have to make the rebel provinces around that area demon rebels no matter what. so maybe not such a good idea.
but i do like the mecenary idea as well
:pimp:
I have two questions here:
1. Gunpowder
Will there be some sort of gunpowder weapons? If not mortars, big cannonsand arqebus, will there at least be blackpowder filled claybowls/ironflasks? Bamboo stick rifles? Rockets? Smaller types of cannons?
2. Non-human factions
Is there any plan to include some faction consisting of non-human beings/creatures (excluding the demon faction)?
I got one idea here and it may sound cheezy at start... Why not have an army of southern asian animal spirits, animal semi-demons and actual animals?
The faction could be led by a race of ape men and thus be called HANUMAN after the ape/monkey god in hindu mythology (or SUN WUKONG from chinese mythology).
http://www.sjc-serbia.com/download/hanuman.jpg
http://deepak.portland.co.uk/images/hanuman.jpg
http://www.geocities.com/posmandir/hanuman.jpg
http://www.indianink.net/cards/hanuman.gif
http://www.swamishyam.org/hanuman-deco.jpg
http://www.warriorprincess.com/seaso...ay/hanuman.jpg
http://www.pilgrimage-india.com/gifs/lord-hanuman.jpg
http://www.holymtn.com/gods/HAN-3med.jpg
http://www.ape-o-naut.org/famous/fam...es/hanuman.jpg
HANUMAN KINGDOM ARMY LIST
- Warrior hanuman (nearly naked, bronze/gold bracers/neckles, open bronze helmets, short spears)
- Hanuman bowmen (like above but armed with white shortbows and no helmets)
- Késari warriors (bigger, more buff, armed with two-handed bronze mace or club)
- Anjana guard (more armour, wear mask helmets http://www.thaimyway.com/article/Hanuman/Hanuman4t.jpg, )
- Old monkey wanderers (cloth and long braided white hair and fur, armed with the indian martial whip-like sword *forgot the name*)
- Hanuman templar guardians (ornamated and more armor than the hanuman warriors, also armed with bronze mace or club)
- Serpent spirits (looks like regular great python but alot bigger, demonic and fights for the hanuman kingdom)
- Tiger spirits (looks like regular tigers but alot bigger,demonic and fights for the hanuman kingdom)
- Hanuman Tiger riders (hanuman warriors armed with schimitar and small shield, ridning on bengali tigers)
- Royal Tiger cavalry (hanuman templar guarde riding on great white tigers)
- Jungle Beasts (hanuman bowmen riding on jungle elephants)
Maybe add some human southern/jungle tribes whom have chosen to fight for the Hanuman due border/territorial feuds with the Krishnapur.
I don't know if this would fit into the Blue Lotus world, but I think it would add some extra spice if there was a neutral/good faction mainly based of non-humans in the game. They could be a non-playable that just inhabit some regions, making them more less powerfull as an army but more mystical and enigmatic.
Just an idea.
So what youre saying is to take the snow monkeys out of the demon army and make them their own faction? Its an interesting idea. One worth consideration i guess. Maybe put them in the lower left coner of the map. South of the Demons and across the 'river' from the indians. That area seems a bit bare. Make the entire region very mountainous and covered in snow year-round. Give them a huge advantage while fighting in snow. etc etc.
On gunpowder i think there was a semi discussion considering large ornate cannons for the chinese. It kinda died off though. I think they could be included on the conditions that a) they are very inaccurate (much like the flaming onager missiles in normal rtw) and b) there is a small chance that they can backfire and explode destroying the cannon and everyone around it (i think this would be possible). I think that would add to the flavor rather than detract from it. It would require alot of work though because there would be so many new animations to create.
As for other gunpowder weapons. I dont think any others should be included. At least not without careful consideration.
Sorry about the double post.
I was looking through the old screenshots again when i noticed the Kappa elephant riders. Seeing as how these are demon armies shouldnt the elephants be twisted and demonic as well? Darker hide maybe even black. Another set of tusks. Evil symbols painted onto them. I dunno. Just an idea if you find some extra time.
:dizzy2:
I think the ruling family should be demons, and leadership changes could be explained as a powerful demon (the faction 'heir') killing off the current ruler and usurping his power.Quote:
Originally Posted by Alexander the Pretty Good
So instead of the dialog box popping up to tell you your faction leader had died, it would say that a new leader had seized power. Is there a way to make this message different for the demon faction than the human factions which I assume would have normal ruling families?
Which 3 factions will be under control of the monks?
the monks will be replacing the romans. ~:cheers:
May I just say that you are by far the best modeller/skinner I have ever seen hoggy.
I'm hoping to have the rebels and mercenaries made up of demon/special units dependant on region. eg. Ronin and Yakuza gangs in some areas others will be specialist neutral demon types. Kageka's Hanuman will be amongst these as will a number of surprise units so you never know what you'll come across or be able to hire for your army.
Kageka - no gunpowder but there may be a special firelance unit for the Chinese if I can get it to work.
Sykotyk Rampage
I read on the 'Blue Lotus dev team' that you will handle the music for the mod.
Will you write your own music for the game? (that would be really cool). Or will you search for already writen traditional music for each faction? Maybe even borrow the music from Shogun?
Hi Kageka,
It is being investigating the exact number of music/sound effect files to be replaced (and whether they can be).
Music will be old traditional Asian. We will (depends on time constraints and the amount needed) create music specific to the game requirements from traditional instrument samples and what instruments are in my studio/friends.
i.e. game intro, battle music, map screen, demons are coming, - so run because they are going to rip out your entrails and eat your first born, (which I will write from scratch just because they deserve it) etc
We will also place new specific sound effects, Demon screams, and whatever else as needed and whether it is possible.
SKR
Ok that sounds nice. Why I am asking is because I am a sucker for traditional asian music. I especially like mongolian music and tibetan music. I love throat singing, such a vivid and powerfull singing technique.
The demon music, will it be a mix of different asian music cultures interpret in a dark and chaotic way? Or will it be something "never heard of before"? *curious*
ha.. i read Sykotyk as "sick-o-tick" instead of 'psychotic'.. i found that funny, thought i'd share.
anyway, the mongolians should definitely get some throat singing music (tuvan singers are better than mongolians, imo). also, the instrumental music of throat-singing groups like huun-huur-tu, chirgilchin, etc would make for good campaign map music, imo.
here are some samples of overtone singing:
http://khoomei.com/spec.htm (click on the spectrograms)
http://www.ubu.com/ethno/soundings/tuva.html (note: the descriptions are mixed up)
http://khoomei.com/vids.htm (quicktime vids)
here's a funny story read for kids i guess, but the music in the background is tuvan, no overtone singing (it's realaudio)
http://www.scs-intl.com/trader/camel.ram
just some info:
http://www.cc.jyu.fi/~sjansson/throat.htm
http://www.fotuva.org/index.html
http://www.personal.psu.edu/users/j/.../mongolia.html
Hi,
Big John that is the funniest interpretation of Sykotyk, but it can be read like that. LOL
Thanks for the links.
Kageka
The throat singing is amazing harmonics and reverberation, to have that ability is dynamic. It is an ability/style that numerous "tribal cultures" have. We have lost that ability/interest thanks/sadly to the invention of the MOOG/synth. I have samples, will it be used, I don't know, we are not that far yet.
The demon music will be nothing heard before but with Asian influences/style. I am foregoing instruments. Unless the sounds of bones being smash, skulls as drums, fire, screams, unearthly moans, death chants, flesh being seared in a cacophony of rage counts. Of course all to a very nice 5/4 time.
Really I don’t know yet, just not that far. But that is the direction I am leaning but it is up to Hoggy, Demon Lord, Master of the Abyss, and Eternal Guardian of the Blue Lotus. LOL
SKR
Huun-huur-tu plays wonderful music. I don't know the correct names of the musical instrument they use, but they seem to use som sort of violin, jew's harp, drum and some bell-like instruments. I will play as the Mongolian faction just for the music man. ~:)
SAMPLES???Quote:
The throat singing is amazing harmonics and reverberation, to have that ability is dynamic. It is an ability/style that numerous "tribal cultures" have. We have lost that ability/interest thanks/sadly to the invention of the MOOG/synth. I have samples, will it be used, I don't know, we are not that far yet.
You mean you're not going to learn how to do it yourself?
That's weak, man.
seriously, i could khoomei in a day, kargyraa in about a week, and, well, my sygyt still needs work (but i don't really practice anymore :sad:).
kageka: the main instruments in tuvan music are the igil (a kind of fiddle with sympatheic strings), the doshpuluur (a 2-stringed lute that's strummed like a guitar), the byzaanchy (another fiddle with a permanently-looped bow), the khomuz (a mouth-harp, aka jew's-harp), and shaman drums (i don't know what those are called though).
Sheep
Hey man don't be so harsh ~;) . You don't learn how to write several different styles of traditional asian music just like that. I think it would be smart to actually interpret already made songs just to keep it authentic. It takes many years to master traditional music. So you can't crave him to create a set of unique song following the traditional rules and techniques of the displayed music culture.
That's whatI think and believe. But I may be all wrong.
No mather what I think that this mod will be incredible and fantastic.
Sykotyk Rampage
One question to Sykotyk Rampage: If there will be a Tibetan faction (it was mentioned before), how will you co-operate with the soaring sub-base monk chanting? Will the otherworthly voices act in the back drop (and therefor be sampled) or will you actually try to find som singer that master the technique?
Big John
Thanks about the info.
So you can actually throat-sing and use overtone/reverbation the way the steppe cultures' musicians does? I am imprest.
Me my self have played yridaki/djalupu (aka didjeridu/didgeridoo) for about six years. I believe there is some resembelance (similar thinking) between didjeridu and throat-singing. Seem to work the same tone base, both are droning and captures several "different tones" at one.
Know any site, book or such where I could studdy these techniques?
yeah, i can throat-sing kageka.. but it's mostly limited to imitation of tuvans, i'm not inventing any songs or anything. also, i'm not what you'd call skilled at it or anything ~D
overtone singing uses the same principle as didjeridoo, namely, to use a resonance chamber to create, well, overtones. the kargyraa style (also called chant style, b/c it's essentially what tibetan monks do also) of overtone singing bears the most resemblance to the didj. i played a didj a bit in college, but i didn't have the cheeks for circular breathing ~;)
those "info" sites i posted (http://www.cc.jyu.fi/~sjansson/throat.htm, http://www.fotuva.org/index.html, http://www.personal.psu.edu/users/j...6/mongolia.html) should have something regarding learning throat-singing.. i just learned by listening to CDs and trying to imitate it; works for some people i guess.
check here:http://www.fotuva.org/music/theory.html
EDIT: ha, i decided to prove it to you! yikes.mp3
like i said, i'm not talented or anything! :dizzy2:
i think you have 72 hrs to hear the magnificence before it's deleted.
Well I think youre good , I haven't heard anyone doing it live/IRL. No but seriously, I find the technique good.
Btw thanks for the links, Im going to try to learn the technique. :help:
I know the circular breathing and I think I can handle most of the basic techniques. Played live with my friends industrial/NIN-influenced band. That was a hoot ~:)
Well Im not going to write more on this off-topic post I started *sorry guys*.
Anyways, I hope the music and sounds will be as fantastic
How bout a zerg hydralisk for the monsters =P
OMGZERGRUSH!!! ~:eek: ~:eek: ~:eek: ~:eek:
Hey Big John: Necessity is the mother of invention :charge:
So demon peasants = zerglings? I wonder if you can find a way to give them the adrenaline upgrade. Actually what always bothered me about SC was that hydralisks had those big claws, but never used them.
All that aside, i am once again impressed by the scope and detail of this project. This is the first mod i've seen that actually wanted to entirely redo the music. Bravo.
You're not wrong. I just forgot to put the [/sarcasm] tag at the end, I guess.Quote:
Originally Posted by Kageka
~D
~:confused: i don't get it..Quote:
Originally Posted by Burns
hey hoggy im not sure if youve seen this.
Section Sea
Theyve progressed quite a bit but theyre still pretty far from a final working version (if it works that is). Regardless i think it might be a good idea to keep an eye on this. Its looking pretty good.
sorry for the double post.
Go to this link instead.
It starts at the end but youll get the idea.
Sea battles would be amazing if merlin can pull them off.
looks interesting, we'll have to keep an eye on that.
Well, there are several mothers of invention. They played with Zappa.Quote:
Originally Posted by Big_John
If necessity is the mother of invention, then The Necessities are The Mothers of Invention. Then consider the term "bear necessities". They who bear necessities must be the mothers thereof. If these are The Inventions, of whom I have never heard (unless they are pieces by Bach) then I'm really far out. Family relations can be complex these days. "I'm my own grampaw" as someone is known to have sung. However it's the constipational right of every citizen wristwatch owner to keep and arm bears. How true that is.
I'm looking forward to trying a bit of scripting...Quote:
Originally Posted by Sheep
Say.. the leader demon should be the one with highest stars or influence(=evil?)
at end of turn
if some demon is more kick-ass than leader then
kill current leader
appoint new leader
display message about leader-change.
perhaps spawn new family member
else all-righty, then
Not sure if I'm able to "loop through" the characters to check who's the baddest..
There is an attribute to make a character live forever, I think. Not sure if this goes for combat as well as old age etc.
oh ok, i get it now.. you're dead wrong, btw.Quote:
Originally Posted by Paul Peru
I suspected as much. ~:)Quote:
Originally Posted by Big_John
hi hoggy and team,
firstly, i must say excellent work!!!
my suggestion is that there be a vietnam faction occupying ithe indochina region. They could be vassels of the china faction, as Han china did rule over vietnam for like 1000 years. their culture and units, etc, would be very similar to chinese culture and units (due to the 1000 years of chinese rule) except for the fact that they used war elephants.
thats all, again, great work guys
cheers,
dark_shadow89
hoggy you are amazing I honestly dont know how you turn out such beautiful models...
I've noticed how much you've progressed over the past few months and Ive been wondering, are you nearing a beta release or maybe, just maybe, a full release anytime soon?
dark_shadow - Vietnam faction sounds good. Might possibly add them at a later date but for now we're just concentrating on the current set up. Once we've done a release with those factions we may add more.
soibean - I think a release is still a long way off. There are still alot of units to be built and we'd like to release something reasonably together rather than something which will disappoint. We'll continue to post progress though and keep everybody up to date and hopefully that will keep people interested while we progress.
Hey, I though of a unit you could do: Firework men.
Have you seen the thread where they worked out how to make flaming javelins? The flame appears at the base of the javelin, making it look like a rocket. You could make a new model for a firework as a javelin, make it really long ranged, add the fire to then end, give it an area of effect, and there you go, a firework unit for the Chinese which burns the enemy.
Maybe they could have one or two fireworks only per man?
i hadnt seen that. could you direct me/us to that. i like to see how they did that. thanks.
It looks pretty cool.
http://img142.exs.cx/img142/1627/flamjav57gq.jpg
thats awesome. that would be a fun unit. ~D
i'm just a lurker of this mod, so i don't know if this was explained before, but i was looking at the screenshots, and thought that the japanese swords (and the chinese sabres) aren't really "curved" enough. is there a reason for this?
hey hoggy. Im not sure youve seen this already or if it affects you too much but i figured i should post it regardless.
Sprite Generator
yep we've seen it. but thanks for the heads up. and we will definately be using it.
EDIT: ive just created the new sprites for the akagi clan. its exciting to see the units remane the same color at a distance. :smug2:
cool....!!!! If u want, i could help out with research for them once u decide to create the faction...Quote:
Originally Posted by hoggy
as always, great work and keep it up!
cheers, dark_shadow89
Moved: sorry Combine, just trying not to create too many new threads if possible
Combine Soldier Posted:
It pretty obvious what this thread is about. I decided not to bother the devs with PM's, as you guys probably get a million, and will see the suggestion just as well here.
This mod has one HUGE thing going for it, not being restricted by realism. Most importantly, terrain. Im not sure how restricted you guys are as far as map making(battle maps) but this is a good opportunity to make some interesting maps to go with the fantasy theme.
I want to see more interesting maps than in RTW. I want to see hills, trees, fog, rain and stuff more often. But more specifically, I want to see interesting architechture.
Things like huge mountain ranges, flanked by other mountains or coasts which create a natural bottle neck. Think bridge battle, but without the birdge. Stuff like that. More interesting cities, like MTW and STW. Hill cities, instead of always being on flat ground.
The posibilities are endless. I want to recreate thermopylae style battles without always having to choose a bland flat bridge as the closest thing.
Massive impassible forests, with tight spots in the middle. Forrest on hills, with heavy rain. Anything but the boring flatlad, or hilly land with no trees, or trees with no hills. Maps in RTW bore the hell out of me.
These are just suggestions, obviously anything can be done because the mod is not historically based. Like I said, I dont know what restrictions you guys fac as far as mapping, but I would reallly like to see something that inspires me, or challenges my army when I deploy them. I want thermopylae.
By no mean are they the only posibilities, just ideas. The could be coasts littered with dead trees or black forests for demon lands. Hilly forest filled lands with tight spots for human nations. land that have villages as eye candy instead of to fight over. Peasent houses.
Anyway, enough ranting, I think I have desribed what im talking about, interesting maps, full stop. Keep up the good work hoggy, loving it. Lets here it for RTW, moddability, and the guys making it happen.
A lot of good ideas there Combine. Battlefields are derived from the location of armies on the strategic map but we have tried to set up passes and bottlenecks etc. We'll hopefully be editting all the battle models to suit the game ie the city, walls etc but will always be constrained by the game engine (no bad thing). It would definitely be good to do a few custom environments in thermopylae style for custom battles.
Are you planning on creating any "historical" battles? Or am i thinking too far ahead.
I agree. Rome had plenty of plains battles. On top of what you mentioned Hoggy, I'd like to see some villages. I mean the major cities aren't the only inhabited places around. They'd be deserted, so maybe even show that they were raided by the Demons. Villagers with spears in their bellies, their heads removed and the like would be great set pieces.
Just a few thoughts
1 if the demons are this all powerful team that are very hard to fight and have a great starting possision, don't you think that there should be some disadvantage to playing as them? this may have already been mentioned, but it just came to mind. maybe like having rebelous population?
2 would it be possible to make custom strat map terain for the demons? like maybe lakes and rivers of fire. just an idea.
3 i may have missed it, but are the objectives gonna be like the same 50 teratories, or will you guys make your own ones?
great work btw
1. sounds like a good idea. we havent really concentrated to much effort on the gameplay yet. mostly weve just been working to change the appearance of the game. but we are definately open to new ideas, and suggestions.
2. i think it would be possible.
3. right now i dont think you change that as of now. maybe with an expansion......................
got a good idea
I Think the deamon horde should have wraith(gnost) and cultist's(sort of like a monk only is very evil and worships evil)
i think a disavangtage for the deamon horde should be
A VERY rebelious pop (this should the deamon horde attain a seemingly instant victory)
They have a extra resorce blood/souls wicth they attain throw battle and not taxes and goes down every turn but increases by 1 for every kill and units will start to die if you don't have anoth blood / souls to support them (cultist don't need souls but they are a bit expensive and if you disband the number units don't go the population of the city they increase how much souls/blood you have)
they should come to a disavantage when fighting monks (unless they unit they monks are fighting are cultist)
please listen to the advise
keep up the good work ~:thumb: :rtwyes:
I think the rebellious pop isn't too hard, if you have a massive culture penalty and also having the units cause unrest like barbarians in non-barbarian cities. However once the city eventually becomes demon, it will be docile like the rest which sounds 'bout right. However this will also mean that demons will be a tough nut to convert back.
ok take out the rebelious population but look at the other two ideas (number 2 and 3) what you make of those??