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- Oct 25, 2006
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Glory of War
Map Summery
Map Type: RTS/Civilization
Map Aspects: Some strategy, touch of diplomacy, city building, city conquering, areas defending
Map Size: Epic (256*256)
Number of Players: 12 (at least 8 recommended)
Terrain Type: Different areas, Snow, Plains, Desert, Jungle, Islands, Grass...
Duration of one Game: One hour for a medium game (~8 players) / > one hour for a nice game (~10 players) / > 2 hours for a huge game (~12 players)
Glory Of War is a RTS mainly based on macro (city, resource, unit production management). Units will be easy to train and you will be able to raise huge armies in a short time. So the point is your city management. You'll have to take care of your population if you want to evolve. Teching is another aspect of the game, there are LOTS of researches to-have to be better than others, they do increase your power. Your Empire will keep growing so you'll have to find new cities to expand. And dont think that hostile will let you alone, they will attack you back if you ever tried to capture their cities. You can evolve through 4 Ages, each allows new things to be trained/built. You'll be able to choose what kind of Government you want for your Empire, you can also choose what God you want to prey.
-> Want to help us creating a strategy clan ? Click this
News (Last update: 12/10)
~11/2: The project is not solo anymore ! One member join the team ! Thanks to DudeSpirit who is currently working on
11/17: Moral System Video Trailer
11/18: Description Refreshed
11/21: Some add (Resources, Races)
11/23: To-do List / Done List
11/24: Some things done
12/10: On break, need help
Map Total Progressing Summery
Current working conditions: ON BREAK (I'm currently searching for members who can help me (click this))
• Object Editor 65%
• Trigger Editor 25%
• Whole Terrain 55% (DudeSpirit says its 60%, I'm more pessimistic)
• Whole Map 48%
• To-do - Estimated Time
•System: Income - 90' (11/24)
• System: Politic/Religion - 90'
•System: Race Selection - 90' (11/24)
• System: City/Capture - 90'
• System: Food - 120'
• System: Mini-Game - 45'
• System: Moral - 120'
• System: Diplomacy - 120'
• System: Trade - 210'
• System: Stock Exchange - 90'
• System: Influence - 90'
• Terrain: Jungle Area, Mini-Game Area, Islands - ~~
• Trigger: Map Introduction - 45'
• Abilities: Units - 120'
• Abilities: Heroes - 180'
• Tutorial - 270'
• Religion: Unit for each God - 45'
•
• System: Politic/Religion - 90'
•
• System: City/Capture - 90'
• System: Food - 120'
• System: Mini-Game - 45'
• System: Moral - 120'
• System: Diplomacy - 120'
• System: Trade - 210'
• System: Stock Exchange - 90'
• System: Influence - 90'
• Terrain: Jungle Area, Mini-Game Area, Islands - ~~
• Trigger: Map Introduction - 45'
• Abilities: Units - 120'
• Abilities: Heroes - 180'
• Tutorial - 270'
• Religion: Unit for each God - 45'
Map Features
• Advanced Battle System (With Moral Break)
• A tutorial for systems (< 1' and which can be skipped) AND a mini-game for waiters
• There are no builder units
• Advanced Starting Location Choice (You can check every starting point and choose the one you prefer)
• A Mass Control System which allow players to control lots of units in the same time
• A unit is used for Diplomacy
• Lots of New-Kind Researches (Triggered Researches, with different effects than regular)
News 11/18
• Attacked hostile cities will invade you back
• Trade System for Gold/Lumber based on Stock Exchanging. It means that Lumber cost increases when players buy Lumber and vice versa
Videos
This is not the video trailer !
This is a video to show moral break system. This can be the final form or not, I dont know yet.
Read this before watching the video:
Moral Break is represented by the Curse buff (a bonehead at the overhead of units). Moral Break triggered when a units has 0 mana.
Moral is gained when the hero kills a unit (every nearby units, small area) and when he casts a spell (every nearby units, large area). The next version will change, when a unit kills another one it will recover one moral (only killing unit) (there'll be other ways to recover moral).
Moral is lost when a unit dies (every nearby units, small area). A leader death means loss of lots of moral points.
Leaders are not affected by moral break.
The floatting texts wont be in the final version, it was to check if every triggers was working.
http://www.dailymotion.com/video/xb6kw2_video-trailer-moral-break-beta_videogames (HQ is better)
If you can give any feedback, comments, criticism it will be very useful. This system will be very hard to balance and to make it playable.
This is a video to show moral break system. This can be the final form or not, I dont know yet.
Read this before watching the video:
Moral Break is represented by the Curse buff (a bonehead at the overhead of units). Moral Break triggered when a units has 0 mana.
Moral is gained when the hero kills a unit (every nearby units, small area) and when he casts a spell (every nearby units, large area). The next version will change, when a unit kills another one it will recover one moral (only killing unit) (there'll be other ways to recover moral).
Moral is lost when a unit dies (every nearby units, small area). A leader death means loss of lots of moral points.
Leaders are not affected by moral break.
The floatting texts wont be in the final version, it was to check if every triggers was working.
http://www.dailymotion.com/video/xb6kw2_video-trailer-moral-break-beta_videogames (HQ is better)
If you can give any feedback, comments, criticism it will be very useful. This system will be very hard to balance and to make it playable.
Screenshots
View attachment 70145
Screenshots incoming...
Map Infos
So there it is, the map itself.
There are four classical races with sub-races.
Race: Sub-race (Specialty)
Humans: Crown of Krieg (Cavalry), Empire of Mir (Infantry), Free Towns Union (Damaging Units)
Elves: Elves of Isarion (Casters), Elranduil (Ranged), Elders of Isilgand (Hawks & Eagles)
Trolls: Tazal Tribe (Ogres), Skalli Tribe (Furbolg), Skajan Tribe (Mammoth)
Orcs: Orcs of Kerak (Knight), Orcs of Ishap (Caster), Sumak Orcs (Tauren/Centaur/Razor), Takian Orcs (Goblins)
They are only 12 races I'm working on for now. I hope people will help for ideas.
Each race has the same building tech-tree, but a different unit tech-tree (in most general case). There are 7 (sometimes 8) units per sub-race and one hero. Most of the unit will have at least one ability.
11/18: Races name need to be changed. They also need a background, some of you already gave ideas I still have them in mind.
11/21: Races name changed.
Race: Sub-race (Specialty)
Humans: Crown of Krieg (Cavalry), Empire of Mir (Infantry), Free Towns Union (Damaging Units)
Elves: Elves of Isarion (Casters), Elranduil (Ranged), Elders of Isilgand (Hawks & Eagles)
Trolls: Tazal Tribe (Ogres), Skalli Tribe (Furbolg), Skajan Tribe (Mammoth)
Orcs: Orcs of Kerak (Knight), Orcs of Ishap (Caster), Sumak Orcs (Tauren/Centaur/Razor), Takian Orcs (Goblins)
They are only 12 races I'm working on for now. I hope people will help for ideas.
Each race has the same building tech-tree, but a different unit tech-tree (in most general case). There are 7 (sometimes 8) units per sub-race and one hero. Most of the unit will have at least one ability.
11/18: Races name need to be changed. They also need a background, some of you already gave ideas I still have them in mind.
11/21: Races name changed.
I inspired economy system from Emperor Jackal's Civilization by Emperor_Jackal. I also added few changes of course.
Also city taking system is the same than LoE, attack cities until hit points reach x and then the city becomes yours.
• All cities have mana which represents number of inhabitants.
• Population Max depends of the city type (I think there will be 4 different town levels)
• Growth Rate (Mana Regeneration Rate) can be improved by few ways (mostly Improvements, Government Type)
• Attacking cities will decreases number of inhabitants.
• Taxes awarded depending on number of inhabitants in each cities.
• The more cities you have the most difficult it is to control them all. It will be more interesting to improve cities you have than expand without any intelligence. Each city you control will cost Influence Points. Your total influence will be a total amount of some things like Teching Percentage and Army Size.
• If Influence Points are below Influence Needed for your towns there will be a risk of revolution.
11/18: Lack of influence will decreases growth rate instead of having a risk of riots.
11/21:
Resource: Way to gather
Gold: Taxes, Trade Caravans/Ships, Trade Counters, Shipyards, Buy/Sell (Stock Exchange)
Lumber: Automatically (Capital/Cities), Lumbermills, Buy/Sell (Stock Exchange)
Food: Automatically (Capital/Cities), Mill, Hunters' Hut, Shipyards (Fishing Required), Buy/Sell (Stock Exchange)
Food is going to be necessary for inhabitants. If you dont have enough food for your entire population citizens will leave your kingdom, some of them will also die.
Trade System
Trade Counters
A building where you can train Trade Caravan, it also awards gold every day.
Trade Caravan
3 Maximum per Trade Counter. Has an ability to choose where to trade. (There will be other fake caravan near the main, for more life)
Merchandise Drop
Trade Caravan may drop items upon death.
Shipyards
You can build warships, transport ships and Trade Ships. It also awards gold every day.
Trade Ships
Works like Trade Caravans.
> Trading with other race than yours will needs "Diplomacy" to be done.
Also city taking system is the same than LoE, attack cities until hit points reach x and then the city becomes yours.
• All cities have mana which represents number of inhabitants.
• Population Max depends of the city type (I think there will be 4 different town levels)
• Growth Rate (Mana Regeneration Rate) can be improved by few ways (mostly Improvements, Government Type)
• Attacking cities will decreases number of inhabitants.
• Taxes awarded depending on number of inhabitants in each cities.
• The more cities you have the most difficult it is to control them all. It will be more interesting to improve cities you have than expand without any intelligence. Each city you control will cost Influence Points. Your total influence will be a total amount of some things like Teching Percentage and Army Size.
• If Influence Points are below Influence Needed for your towns there will be a risk of revolution.
11/18: Lack of influence will decreases growth rate instead of having a risk of riots.
11/21:
Resource: Way to gather
Gold: Taxes, Trade Caravans/Ships, Trade Counters, Shipyards, Buy/Sell (Stock Exchange)
Lumber: Automatically (Capital/Cities), Lumbermills, Buy/Sell (Stock Exchange)
Food: Automatically (Capital/Cities), Mill, Hunters' Hut, Shipyards (Fishing Required), Buy/Sell (Stock Exchange)
Food is going to be necessary for inhabitants. If you dont have enough food for your entire population citizens will leave your kingdom, some of them will also die.
Trade System
Trade Counters
A building where you can train Trade Caravan, it also awards gold every day.
Trade Caravan
3 Maximum per Trade Counter. Has an ability to choose where to trade. (There will be other fake caravan near the main, for more life)
Merchandise Drop
Trade Caravan may drop items upon death.
Shipyards
You can build warships, transport ships and Trade Ships. It also awards gold every day.
Trade Ships
Works like Trade Caravans.
> Trading with other race than yours will needs "Diplomacy" to be done.
There will be 9 different kind of government. All kinds are not available for every races.
Humans: Feudalism, Absolute Monarchy, Republic
Elves: Royalty, Mageocracy (the best wizard rules, I don't know how to call it in English), The Elders' Choice
Orcs: The Best Rules, Clan Assembly, The Elders' Choice
Trolls: The Best Rules, Tribe Council, The Elders' Choice
I'm also open to any idea concerning new governments.
Each kind is changing Growth Rate, Influence and Income. It also has effects on your units (Movement/Attack Speed, Damage, Armor, Moral (check below)).
11/18: Government allowed will also depends on the subrace.
Humans: Feudalism, Absolute Monarchy, Republic
Elves: Royalty, Mageocracy (the best wizard rules, I don't know how to call it in English), The Elders' Choice
Orcs: The Best Rules, Clan Assembly, The Elders' Choice
Trolls: The Best Rules, Tribe Council, The Elders' Choice
I'm also open to any idea concerning new governments.
Each kind is changing Growth Rate, Influence and Income. It also has effects on your units (Movement/Attack Speed, Damage, Armor, Moral (check below)).
11/18: Government allowed will also depends on the subrace.
I think there will be 4 ages: Dark Age, Enlightenment Age, Revolution Age and Higher Age (please help at finding another name!)
New: Maybe Ages will be different from Humans/Elves to Orcs/Trolls.
Age progressing will be different from LoE because support by Improves instead of Capital upgrading.
Improves are mainly similar to each races. Depending on units ability (for instance humans will have Defend but Orcs another improve to enable their warrior ability).
Military Techs:
Animal Taming, Archery, Archery Tactics, Boarder Control, Discipline Control, Endurance Training, Equerry, Equipment Mastering, Fire Arrows, Horseback Raiding, Improved Melee/Ranged Armors/Weapons, Magical Training, Marksmanship, Military Manoeuvring, Offensive Magic Learning, Pillaging, Regenerate, Siege Mastering, Siege Stragegy, Terrain Knowledge, War Horse Training.
Civilian Techs (Humans & Elven):
Banks, Chain Working, Colonialism, Currency, Diplomacy, Education, Freedom of Religion, Freedom of Speach, Gunpowder, Medicine Knowledge, Improved Hunting/Masonry/Mining, Irrigation, Laws, Litteracy, Magical Knowledge, Masonry Knowledge, Optics, Order Regulation, Patriotism, Road Network, Sailing, Sentinel Network, Trade.
Civilian Techs (Orcs & Trolls):
Colonialism, Currency, Diplomacy, Education, Freedom of Religion, Medicine Knowledge, Improved Hunting/Masonry/Mining, Irrigation, Magical Knowledge, Masonry Knowledge, Optics, Patriotism, Road Network, Sailing, Sentinel Network, Trade, Clans/Tribes Union, Written Customs, Resources Working, Hardworking and Fire Knowledge.
News: Spying Network, Ranked Officer Training, Battalion, Civil Victim/No Mercy, Act of Bravour, Civil Navy
Improves are not in chronological order.
It is planed to be two major system: Moral and Leading System.
I'll make this game based on HUGE battles. Means low unit cost, lots of units, low hitpoints.
Each unit icone represent in fact a regiment (for instance 5 footmen are spawned after training ended).
Moral System
11/18: How work Moral ?
• +1 Moral to a unit who killed another one
• +2 Moral to every nearby units when your Hero kills a unit
• +2 Moral to every nearby units when your Hero casts a spell
• -1 Moral to every nearby units when a unit dies
• -8 Moral to every nearby units when a Hero dies
Moral Break means loss of 5 Amor Points, a reducing of 50% for Damages and Attack Speed.
Leading System
Ok, I reforge the leading system. Instead of leader units I'm going to use a Mass Control System. I think a building or a unit will have few abilities to control groups of unit. First an Area Ability. Each unit in the area are load in a unit group. Then the building has few abilities which match with orders (Attack, Move...). The previous created unit group will follow orders until you create a new one.
Towns/Capital-Cities
11/18: Number of Towns level decreased from 4 to 3. Also added a building "Houses" who have mana too (and so award taxes).
There will be 4 levels for a town. Each level increases max inhabitants.
Capital-City = 25.000 inhabitants maximum
Towns: Level 1 = 2.000, Level 2 = 5.000, Level 3 = 9.000, Level 4 = 15.000
-->
Orcs: Clan Hall, City, Stronghold
Troll: Village, City, Stronghold
Humans: Village, Town, City
Elves: Town, City, Haven
If it's possible I would like to add a civilian building Housing which will increases number of maximum inhabitants. (11/18: Done)
Heroes
Humans: Kingdom of Krieg (Commander), Crown of Mir (King), Free Towns Union (General)
Elves: High Elves (Archmage), Night Elves (Archdruid), Eldars (Cardinal)
Trolls: Plain Trolls (Shaman), Forest Trolls (Shaman), Ice Trolls (Shaman) (Someone has an idea ? there is only one Troll Hero
Orcs: Northern Orcs (Warlord), Orcs (Clan Ruler), Beast Orcs (Warchief), Hills Orcs (Warlord)
First spell is aura, second is ultimate, I dont want to give every spells. I think almost every ultimate are triggered. I still dont know if combat abilities will be triggered or not, I still need your opinion.
King: Devotion (Armor), The Last Stand (Gives x% of chance to revive after death to every nearby units)
Commander: Warcraft (Damages), Glorious Charge (Every Knights nearby and the hero are forced to attacked the targeted area. Their first attack has a bonus damage and an AoE effect)
General: Manoeuvring (Mvmt Speed), Battlefield Master (Allow the hero to "mass control")
Archmage: Mystic Prescence (Damages), Fire River (Works like Stamped)
Archdruid: Peace (Reducing ennemy Damages), Dream (Turns every nearby friendly unit to the etheral plan, without movement speed decreases)
Cardinal: Faith (Damages), Cosmic Rain (Starfall)
Niishama (Shaman): Persevering (Hit Point Regen), Storm Totem (Summon a totem which auto-cast storm shield, damages doesn't affect friendly units)
Tribe Ruler: Skirmishing (Atck Speed), Tribe Dominance (Permanently increases Income)
Clan Ruler: Trust (Armor), Orc Honor (Gives x% of chances to avoid moral break to nearby friendly units)
Warlord: Agressivity (Damages), Endless Battle Lust (Permanently increases XP rate)
Feel free to propose your own ideas. I'm taking everything in account.
Diplomacy Status: Hostile, Neutral, Allied (Requirements: Diplomacy), Liege (Requirements: Order Regulation / Clan(Tribe) Union or Feudalism), Colony (Requirements: Colonialism)
Status Effects
Hostile: None, Attacked at sight
Neutral: Non-agression (all players starts with Neutral Status)
Allied: Non-agression, Resources Exchange, Share vision (there will be a requirement)
Liege: Allied, Liege player is forced to share vision, Liege player is forced to give x% of Income
Colony: Allied, Colonized player is forced to share vision, Colonized player is forced to give y% of Income, control sharing of Colonized player's units
Diplomacy is going to be managed by a unit. I'll give more infos later.
Religion will be based on domains.
There are 8 gods. Each subraces can prey two or three different gods. All Priests/Shamans have Heal as a standard ability, your god is giving them another auto-cast ability. It'll also allow to summon an advanced unit.
God - Domain - Unit Allowed - General Bonus - Buff Given
Benelis - Goodness - Mönark the Defender - Increases Armor - Gives a percent chance to pacify an enemy killing unit
Arakhan - Vengeance - Zord the Avenger / Diaz the Punisher - Increases Moral gained by kills - Gives a percent chance to instantly kill an enemy killing unit
Meladan - Order - Increases Influence - Restores Moral
Ellios - Forest - Greatbeard the Overseer / Zanbû the Storm - Increases Growth Rate - Gives a percent chance to revive as an Ent until death
Levian - Loyalty - Alandis the Wanderer - Increases Moral max - Gives a percent chance to avoid Moral Break
Khord - War - Skrr the Despoiler - Increases resources gained by pillage - --
Aragoma - Strength - Grizz the Brute / Saat the Deathwalker - Increases Hit Points - Increases Damages
Cosmos - Magic - Xion the Almighty - Decreases Countdown of Spells - Increases Damages of the next attack (This God can only be chosen by Elves)
There are 8 gods. Each subraces can prey two or three different gods. All Priests/Shamans have Heal as a standard ability, your god is giving them another auto-cast ability. It'll also allow to summon an advanced unit.
God - Domain - Unit Allowed - General Bonus - Buff Given
Benelis - Goodness - Mönark the Defender - Increases Armor - Gives a percent chance to pacify an enemy killing unit
Arakhan - Vengeance - Zord the Avenger / Diaz the Punisher - Increases Moral gained by kills - Gives a percent chance to instantly kill an enemy killing unit
Meladan - Order - Increases Influence - Restores Moral
Ellios - Forest - Greatbeard the Overseer / Zanbû the Storm - Increases Growth Rate - Gives a percent chance to revive as an Ent until death
Levian - Loyalty - Alandis the Wanderer - Increases Moral max - Gives a percent chance to avoid Moral Break
Khord - War - Skrr the Despoiler - Increases resources gained by pillage - --
Aragoma - Strength - Grizz the Brute / Saat the Deathwalker - Increases Hit Points - Increases Damages
Cosmos - Magic - Xion the Almighty - Decreases Countdown of Spells - Increases Damages of the next attack (This God can only be chosen by Elves)
-----------------------------------
If you have any comments, criticisms or anything else which can help me mapping I'll be glad to read you
After all, thanks for everything you'll can do.
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