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Post by Angry Sheepdog on Mar 4, 2007 16:10:24 GMT -5
Can you post us a playable link? just so we can see how it is?
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jedihunter
Cavalier
[M0:0]A cat on the nip
Posts: 85
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Post by jedihunter on Mar 4, 2007 17:03:04 GMT -5
I could host it somewhere, also- its far from finished.
Glitches so far:
Trebuchets are not larger than other units.
Trebuchets can have amazing stats if you make too many (although it increases the reload time, aswell, I'm pretty sure I know how to fix this).
Barracks/Stable/Siege Workshops are still buildable.
You can make troops with the creation centre without houses.
Unfinished Areas:
P4-P6's Unit contstruction areas are not complete.
The Noble system is not finished, as that will take a "LOT" of work to get finished, being there are so many territories to control.
The North-Mideast areas of the map are not finished, they are mainly blank as territory goes.
Things I want to Fix:
I don't want everyone whoring Ballista's, in fact- I don't want anyone whoring any unit, possibly excepting light Infantry, which die fast anyway.
England is not a very fair spot, being as they don't have much space, they'll get a Ship Creation area aswell.
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Post by Angry Sheepdog on Mar 12, 2007 14:27:32 GMT -5
Medieval China and Medieval Korea have horse cavalry. I think you will find the Korean one's look to suit the job best.
You can balance England off by giving them hills and cliffs that archers can fire down from. Ballistas should have a long range and good attack, but be slow and have a long reload time. That would make it difficult to use them on a large scale because retreat would be impossible and they could easily be countered by horsemen.
How about giving each player a "God Given Monster" like an oversized bear / lizard / turkey that can attack and is very strong. This would make the game interesting. But not to strong, or the person would rush with them and the enemy base would go down quickly.
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Post by Nachlader on Mar 12, 2007 15:46:10 GMT -5
I think that's a bit supernatural.
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jedihunter
Cavalier
[M0:0]A cat on the nip
Posts: 85
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Post by jedihunter on Mar 13, 2007 17:57:38 GMT -5
How about giving each player a "God Given Monster" like an oversized bear / lizard / turkey that can attack and is very strong. This would make the game interesting. But not to strong, or the person would rush with them and the enemy base would go down quickly. Believe it or not, I considered making the "supernatural" and option, at the beginning of a game, but I figured it would be too religious, and due to the fact that I'm a Christian... it might go against me beliefs, (for like the Turks etc.) ja. Also, I'm not sure if its possible to give players bears as units.
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Post by GoSailing on Mar 13, 2007 21:16:37 GMT -5
There is the bear in the "Mears" scenarios...
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jedihunter
Cavalier
[M0:0]A cat on the nip
Posts: 85
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Post by jedihunter on Mar 14, 2007 16:27:15 GMT -5
There is the bear in the "Mears" scenarios... .....anyways. I haven't made much headway in this scn, I'll set tonight off to work on it and play some Empires.
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Post by Angry Sheepdog on Mar 15, 2007 14:16:35 GMT -5
Cool. You can make anything a unit and give it whatever qualities you want, you can give a building an attacking ability if you want.
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jedihunter
Cavalier
[M0:0]A cat on the nip
Posts: 85
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Post by jedihunter on Mar 16, 2007 19:21:07 GMT -5
Actually that might be pretty useful, but I'm thinking of just making units convert, or possibly turn into ruins, would be pretty nifty if you ask me.
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Post by Angry Sheepdog on Mar 18, 2007 17:32:36 GMT -5
Well you can make their rot time become 999999 and they will stay forever.
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jedihunter
Cavalier
[M0:0]A cat on the nip
Posts: 85
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Post by jedihunter on Mar 18, 2007 18:10:08 GMT -5
Hah, I lost at least 200+ troops attacking Constantinople and then Egypt, that would lag like crazy.
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Post by Nachlader on Mar 19, 2007 11:54:05 GMT -5
Then use triggers.
Don't ask me though, I don't even know which trigger fires a gun.
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jedihunter
Cavalier
[M0:0]A cat on the nip
Posts: 85
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Post by jedihunter on Mar 19, 2007 16:26:27 GMT -5
Actually you would need triggers to make units rot forever, I don't think the rotting time triggers (proper) work, but if you give them food they never rot, they just stay there.
I suppose you could remove all the troops every 5 minutes, or so- but it would also take food from any villagers who were farming at that time.
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Post by Angry Sheepdog on Mar 20, 2007 15:53:17 GMT -5
Hmmm. Well I think just making their rot time really large would work. I mean eventually they would have to rot away. It worked well in the North vs South scn. you could send a bunch of troops over a choke point and kill them just so you can see if the enemy occupies it.
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Post by Tal Knight2 on May 6, 2007 9:20:22 GMT -5
so will this be complete sometime? and what elvetion file was used? how did you get it? i don't know how to make elevation files
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