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  1. #1

    Default Re: Tech Trees

    Perhaps I am not making myself clear here:

    DO NOT carry on with this until the overall approach to recruitment is decided. This has not happened, and I do not want to start trying to design faction build trees one faction at a time with no clear idea what we are doing. Hence my requests above. The postings in this thread seem to indicate that this is a subject that is being decided upon...and it isn't.

    This is not work that should be done without reference to the bigger picture, and I do not want it moving in this direction. I can't make it clearer than that.
    Careless Orc Costs Lives!

  2. #2
    Annoying Warhammer know-it-all Member DrZoidberg's Avatar
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    Default Re: Tech Trees

    Quote Originally Posted by Bwian
    Perhaps I am not making myself clear here:

    DO NOT carry on with this until the overall approach to recruitment is decided. This has not happened, and I do not want to start trying to design faction build trees one faction at a time with no clear idea what we are doing. Hence my requests above. The postings in this thread seem to indicate that this is a subject that is being decided upon...and it isn't.

    This is not work that should be done without reference to the bigger picture, and I do not want it moving in this direction. I can't make it clearer than that.
    Bwian, wise as always. If I have understood vanilla MTW2 correctly most buildings are the same for all factions but just named differently. We can do the same here. And off-course have one extra special per faction, just for fun.

    So infantry recruiting buildings can be for:

    Empire
    Garrisson
    Garrisson headquaters
    Urban Barracks

    Skaven
    Slave pens
    Clanrat armourer
    Clanrat training grounds

    Dwarves
    Dwarven blacksmith
    Dwarven armourer
    Clansmen training grounds

    I didn't give the names much thought by the idea is that each level corresponds to the other factions buildings. Which means they will not have to be raised when conquered, and then later can be uppgraded.

    How about that Bwian? Will this work do you think?
    Sorry you must have been boring. -Dr Zoidberg

  3. #3

    Default Re: Tech Trees

    Zoidberg...yes...that is the way the buildings work. This is what I mean by the basic structure.

    IF you have a 'barracks level 1' then you a building to recruit basic troops for all the factions. The way this structure will be built up has to be sorted out before the detail layer can be added.

    Some factions will need to have special build trees, purely because they do not fit hte standard pattern. Tomb King's for example, would need to have a Zone of Recruitment approach, rather than simple build tree. The resources for their army come from limited places.

    This would require, probably, a special resource for recruitment or a building that can only be built in certain places. These things need testing and proving before we start to flesh out the detail.

    Yes...this is work that needs doing.... but we can't rush into it.
    Careless Orc Costs Lives!

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