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Europe: The Art of War

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Level 18
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Can we have something like:

An item getting charge from 1 to 10 (where 10 is the highest reputation). When you take a city if the previous owner reputation was high you get a low reputation and the contrary. If the reputation goes to 1 there's a chance of riot.

Ok well, thats sounds nice but how calculate how much people like you ?
 
Level 6
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Can we have something like:

An item getting charge from 1 to 10 (where 10 is the highest reputation). When you take a city if the previous owner reputation was high you get a low reputation and the contrary. If the reputation goes to 1 there's a chance of riot.

Ok well, thats sounds nice but how calculate how much people like you ?

I think you should try and use both items and mana (if mana is available to use for a purpose).
But, you should have 2 metres, one which shows the actual revoltrisk and the other how much the people like/hate the player.
The reason why I think a second indicator for revoltrisk is, if the player has recently captured that territory, they would certainly want to gain their independence.

So, maybe like this: Revoltrisk has an automatic decrease over time, though this can be negated if the people hate the ruler.
For example: once you conquer a city its revoltrisk will jump to say....5/10 and then slowly decrease from there if they actually like the ruler.

Though you should add some random events to increase the hate level, so that the player can't just keep them 'happy'.
Declaring war should also increase the revoltrisk (say by 1).

But um, how hate level would be calculated? Uh......maybe by how many military units are close to the city or? (that is, decreasing the hate that way)
Or maybe some governor thing?
There are a lot of options for that, in addition to using random events.
 
Level 12
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Can we have something like:

An item getting charge from 1 to 10 (where 10 is the highest reputation). When you take a city if the previous owner reputation was high you get a low reputation and the contrary. If the reputation goes to 1 there's a chance of riot.

Ok well, thats sounds nice but how calculate how much people like you ?

It would work really similar to influence system actually. The same factors you used for influence you could use here. Well, including the guy's idea from Revolt Risk...

Hate/Love influence on Revolt Risk. Some things increase/decrease revolt risk, others increase/decrease revolt. A good and simple example would be: buildings (safety and development to a city) would increase happiness, and military units (more direct law enforcement) would decrease Revolt Risk. From 5/10 E (emotions, hate or love) the revolt risk neither increase or decreases. If the E rises (love), the revolt risk will decrease by time. If it decreases, the inverse happens, and so on. Well, it looks good to me.
 
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If you decide creating this system, I think tech buildings/upgrades should be an important factor for gaining the trust of the people. This would also force people to use resources on tech, and therefore possibly expand slower. In addition maybe you could add cultural buildings to increase loyalty, also because it can be fun decorating at times. These should not count as much as tech though.

I see that this looks like that influence system you had, and I think something similar is needed. Oh, and do you consider terraining as one of the boring parts?
 
Level 6
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I think that capturing a city from an enemy player should increase hate too (obviously, conquering it from neutrals should increase revoltrisk), so a city that is often fought for will be a real pain to police.
But you should add some random events with options (or some with no options, maybe).

For example: Bad harvest, help the people (decreases hate (very small decrease though) but costs money) or not (increases hate).

Because honestly, a big empire should be a real pain.
Oh and, is mana used on cities? If not then it could represent revoltrisk.
 
Level 18
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Concerning Cultural Structures as Sasuke said it looks like a civilization map. Moreover space is already needed for all the buildings and to make sure units can fight without blocking each other.

But I agree with you, E:tAoW needs a system that slows expansion aswell as maintaining huge empire under pressure.

Sasuke do you have feedbacks concerning my questions about gameplay ?

I think using mana as symbol of revoltrisk is a good idea. But I still have to work on that... Let me think about it... Brb.

In the case you have to build garrison in order to capture cities I can use a simple system. Every round the mana of the garrison is decreased by one. You have to buy a dummy unit (a unit that costs gold but which is removed when trained) in order to increase mana.

An answer for the one who ask: I dont see the terraining as a boring task, its likely a pleasure. Also I will need comments on the terrain soon.

Concerning the To-do list. I have something:
UNITS DATAS
• Techs
• South Units
Special Units
• Sea Units
Abilities
Heroes
• Buildings

TRIGGERS
• Capture System
Trade System
• Alliance System
• Income System
• New Influence System
Hero System

In red, the tasks at which I'll need help.

Well, have a good night!
 
Level 12
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If the previous player was hated, you will be loved. ( if he was 3/10, it will turn to 7/10)
Also, the revolt risk always begin at 6/10, everytime you get any city. Until 5/10 there is no risk of revolt. On 6/10, there is 20%, on 7/10 there will be 40%, and so on until 10/10 revolt risk and 100% chance of that city revolting on the next turn, so you're FORCED to leave a garrison so that you can maintain that city.

Edit: Tomorrow I'll give more feedback. And my clan is like full of... people that never enter. So, yeah. And you can ask that yourself, you're in the clan. That if you find someone. Till tomorrow.
 
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Level 6
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Well in my opinion, hate/love should be an item that gives bonus mana regeneration.
Normal mana for cities (which is revoltrisk) should have a say.....-0.20 generation.
The item effect should be stackable so, at 1 hate/love you may get...+0.05 mana regeneration.

The mana should IMO have a maximum of 100.
0-10 = no revoltrisk
11-20 = small revoltrisk
etcetera.

The problem I have is trying to figure out how hate/love should be generated, heh.

Edit: eh, I wouldn't like to be in a city that constantly changes hands, and/or is occupied by military.

Edit2: Also, I think that rebels should be able to 'liberate' additional cities if given the chance.
 
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Level 12
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Special Units - You need to give me a updated list. Remember that suggestion? I do not remember... he listed many units on a table... I have to see it again after you modify it second to your.. (or our, dunno. Ah, since I'm technically part of the team, how influent I got? You know, I'm new to map editing and all. Even with teams, so.)

Abilities- Oh man, this is going to be big. You do not remember my gigantic suggestions about it at all, do you? Warriors on foot, armed only with a sword and shield should have aside of the crit/evasion thing (which they should have somewhat higher, since they focus on that). I'm not sure, but adding a more micro-able skill would be good? Or not? I was thinking on that we should add two abilities (Aside from some changes on some units, but the tendency is that). One passive and one active.

For example, the footmen. The extra crit/evasion (part of the footmen and as a form of balancing. If it is 25% chance for both, they would have 30%, or even 35% chance of both. A 10%/20% bonus in total. It could turn to 20% with a upgrade) bash (would be bashing of the shield as passive) and reduce damage (block). They are also the most fast attacker. And of course, it could also proper bashing (What I said about micro-able skill) that does some damage and stuns for 1 second, and 50% chance of receiving half damage as blocking.)

Archers would... hmm... I was thinking that they would have a good chance of crit, but no evasion at all. But they're actually light clothed with few health and armor, and would have a good evasion... but I'm thinking too elfish I think. Well, thinking well... their agility and marksmanship would be the passive. Which reminds me that the passive skills could be learn on upgrades. Well, it would be 50% crit and evasion. Or 40% crit and evasion with 3x crit. The active itself would be throw... YES! Such a good idea. Instead of throwing fire arrows and never throw ever again (just a momentary bonus to damage as they are spawned... not such a original idea) An archer would enlighten a fire arrow and throw it on a area. Oh wait. It would be better if it was for the hero right? Well, continuing. It would throw a fire arrow in a AoE, that would BURN. More damage to the buildings by the way, which would after the fire still get burnt with time. It would be a certain time or it would be needed to be cast away? Well, either way. Ah, I know. Don't know how to call it, but... the next shot will be worth 5x time damage (the archer would use 5 arrows at once). Also, crit shots are accounted, so if a archer throws 5 arrows at the throat of a goddamn knight, he's good as dead, yes. But that was a lucky AND managed shot. So.

A knight would move a lot faster, would be really high armored... and have a good evasion. But no crit, or only the normal one. Slow but great attack, the first hit counts. We could trigger something like this: they have 50% life or something of a normal knight, but after they "die" they would become a mixed footmen and knight skills [only the horse died] with some chance of the knight getting hurt when the horse fall. When you lead the horses near any unit military producer and they would get another horse. Well, the passive could be... that pulverize thing of the tauren (spears) and the active would be the somewhat already known charge (which auto use does not work. I am almost sure I am the only player on all players of LoE that have ever noticed it and use it XD. By the way, how the heck an attack speed increase will be any good if it wears off on the first hit?) increase movement speed and attack speed for 6 seconds.

Pikemen have normal crit and evasion, have greater range. They have that cleave (hits more than one unit, units behind the first). The spear men have lower range, and whenever they kill a horse, its knight always get hurt. And the tip of the spears are poisoned. (But poor knights! That's such a powerful counter!) Make poison not work on the knights, somehow. For the Crusaders: They're like a footmen with huge claymores. They do not have evasion at all, but have a good health and good armor, almost as high as knights. Their evasion is null or really low, and they have a 30% chance of doing crit x2 and 10% of crit x3. Passive would be cleave, and active would be inspiration. Something like avatar... but they gain great armor and vampiric attack. Passive could also be something like that, but when their health is too low, and the active to that would be... yeah, the rally of the knights would be good. But would be a war shout For The Light or something.

Special units... well, I need the list. And I think you would have 2 choices of heroes for each unit type. There were... Knight, Archer, Footmen... there was something else. Well. I think they would differ from agility and strenght, as far as I am concerned. One would be berserker. He would wield two swords, and aside from his abilities, he will have one more active ability and a avatar, and better version of the two already known footmen abilities (or not. If that is decided though, it would be default for all the heroes. But the skills would be a upgraded version of course. Or something similar.) his other active ability would be propably be... I don't know. The ultimate would be bladestorm leaving a bleeding effect on all the units affected by it. The other would be the Captain. One active ability would be... ok, I've been writing this the whole afternoon. My creativity just got overused.

Trade System: Check Solar Conquest. Could be that way, or every time you trade with someone, the wood/gold would just arrive on the beginning of the next turn, and depending on the current economy, it would cost more gold or more wood. Ahn... check Lords of Middle Earth.

Hero System: What you already suggested is excellent. Upgrade a normal unit into a better hero version of it. The only thing I want to add is the possiblity of two choices.

Edit: It will rise over time. I mean, the love. It is like that stability idea you had. The more time one owned a city, the less influence it would have. And I have answers for some of your questions...

A. Capturing city: A new method, like... something stands on a circle next to the city. Then after some time it will capture the city. It will give time for people to defend it.

B. Regiment System. AND a new command button: You produce a unit until you have 0 resources or full food.

C. They didn't liked it very much. I do though..

D. They didn't stated anything on that.

By the way, did you read my huge post? >_>
 
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Level 6
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A tip: Don't, and I mean absolutely don't make units that are near useless or have no purpose at all.
Too many times have I seen maps with useless units.
Try to get a large assortment of units that are all useful in some way, though too many can confuse new players.
 
Level 18
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Sasuke I need help for the abilities concerning real work, not just ideas, I already have ideas. Few of yours can be useful but need rework. Thanks anyway.

Just concerning the bowman and the knight: I planned to use the "Fire Arrows" abilities use-able only on buildings but burn over time. And Knight will have a "Charge" ability that you'll have to use (all the knight of your selection will charge the targeted location).
I didnt state on the general Critical and Evasion ability, I still dont know if I'm going to give it to every unit.

I dont think I'm going to add an "Automatic Training", macro his army needs time, if you can't fight and manage your base at the same time just practice more !

Concerning Capture System, I wont use any circle of power, too over-used. Gonna use the Garrison thing.

I still can't find a final and satisfying solution concerning the influence system.

EDIT:

Dont you think adding an Influence System can make the game harder to understand for newbies ?

What kind of Trade System can you imagine ? (Sasuke, is the Solar Conquest trade system the same than AoE II ?)


I worked on the general appearance (Fog, unit/building size, cities) and I like what I'm doing :)

About Critical Strike / Evasion I think I wont give this ability to every unit. I can't disable floating texts "Miss!" or "Critical!" and in big fights it really disturb the visibility. (Unit general size is 0.4, the smaller you never seen I think). This is not the final size for units and can still be reworked.

EDIT2: I would also need a terrainer... If someone's interested in, please tell me :)

EDIT3: Concerning Influence System and city cap I may have an easy solution. Just limit the number of Garrison (building you need to capture a city) to x. Where x relies on some different factors.
 
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Level 18
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In the new version there are capturable towns only near starting points (actually 5 towns). But each town wont provide the same ressources (Capital-city, minor city, major city).
 
Level 3
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Goffterdom could you post some screenshots of the terrain so I (and others) can see if our terraining styles mach yours? If they do I'll give you some examples of my terrain, and you can see if I'm worthy.
 
Level 18
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Of course I will. Thanks.

Slow progress but progress anyway !

EDIT: So I took some pictures.

First of all, its all "Work in Progress".

I encounter issues regarding Hills, Tiles, empty spaces, Trees. I dont know what to do...


--> Sorry for the screen size but apparently I did a mistake somewhere and I took the wrong link from Imageshack.

western europe




western europe 2





budapest





scandinavia





greece





in-game budapest





in-game paris





south maroc





turkey






turkey hill





russia toundra





eastern europe





eastern countries

 
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Level 3
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My first tip would be higher and more jagged mountains. On high mountains there is also often snow. So I would suggest only having snow on the top of the mountains. To me it looks wrong to have these paths on the mountains, cause it's not usually flat. But as I said you should make higher and more jagged mountains. the paths between the mountains doesn't go at the top of the mountains, but between them.

The snow in the northern regions look strange. I suggest removing it and focusing on more snow on the mountains or something similar.

For the empty areas I suggest maybe adding more lesser hills, using rock tiles (gotta take a look at google earth or something to find out how it really looks). Others things could be adding thicker forests, rocks, corn fields, random buildings like farms and houses.

This is what I could think of at the moment, but I'll see if I can come up with any other suggestions. Btw, I love your towns! Keep going.

Edit: Ah, and lakes and rivers if possible.
 
Level 18
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Hey useful tips there, thanks ! (+rep)

The problem is that I need large playable areas. And mountain occupy a large part of the empty space in the map. I can't fill all of them with non-pathable and buildable mountains.

About empty area thanks a lot, you gave me nice ideas :) (ruined encampment, small villages, old battlefields :D).

About lakes and rivers its hard to implement them. Remember I tried to stick to the real Europe map, reproducing lake and rivers at this scale is kinda hard. A small river would be too large. I'll try to make the largest rivers known in Europe, it's a good solution.

Thanks for my towns :)

Have you any map making project at the moment ? Whatever you answer, if you have some freetime to help me, I would be glad.

EDIT:

Ok I tried to follow your instructions but Im still unhappy of my work.







Imo it needs more 'jagging' right ?
 
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Level 3
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More jagged and higher I'd say. Personally I would make high mountains that are kind of the border to the mountain chain. Then inside the mountain chain, you could have more open terrain. I don't know if you understood that, so I made a quick picture trying show what i meant. Don't know if i liked the picture myself, but it explains some of my thoughts. It's in my album.

I also see that you've made everything in a quite small scale, making it even more challenging i my opinion. But i guess it's necessary for this kind of map, and should turn nicely.

I could try to help you if you send me a part of your terrain or something. Just copy it over to another map if you don't wanna send me the actual map. Anyways I think you could do it yourself, I'm not more skilled than you or anything.
 
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I dont think I'm more skilled in terraining than you are... I'll contact you in case I need. Thanks :)

And your right, everything's smaller than average.

EDIT: Ok I worked on the mountains:







Im very happy of what I did, very close from what I wanted. What do you think doc ? Thanks for teaching me how to make these :)
 
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Level 6
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ok the mountains look a LOT better.

as for the main rivers of europe, i kow of 2, the Rhine and the Volga. both very critical to the country wich they are inside. you will probably want a new tree model (there are a few in the models section that might work) be carefull of the lorderan summer tiles, they aren't that good. as for the northern snow area, you might wanna get rid of all the green lorderan grass, that is the first thing that looks wierd. second grass doesn't grow in forests (trusts me there all elaves bushes and trees i walk through one every day) it might be better if you group tree's in clusters, and reduce their pathing so that units only collide with what might be considered the tree trunk (the blizzard collision has people avoid the leaves because the tree size is so small, you might wanna make the trees bigger)

find a dirtier looking grass, the uber light green is wrong, the world is just overall a much dirtier place than blizzard portrays. and dont border snow and grass without at least a few patches of dirt and rock. as we'll there is a point at wich no trees will grow. it looks very wiers, one moment there's a forest the next it is open tundra.
 
Level 18
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I can't modify Tileset, I'm using more than what we are allowed to with regular World Edit. I added tiles with WE Unlim so I can't go back.

Here's the list.
Total Tile Used: 21
Remaining Tile Space: -8

Tiles:
Village - Rock Path
Village - Rocks
Ashenvale - Meadows
Ashenvale - Leaves
Lordaeron Summer - Grass
Lordaeron Summer - Dark Grass
City - Dirt
Sunken Ruins - Sand
Barrens - Rocks
Barrens - Sand
Ashenvale - Second Dirt (Ugly by the way)
Lodaeron Winter - Snow
Village - Cultures
Ashenvale - Grass

Concerning the tree model, do you want me to use custom trees for all the trees ? If yes, I didn't find a proper model (a model that fits and that I like).

Everything's already smaller warman, unit are 0.4 scaling value and trees from 0.4 to 0.7.

Thanks for other advices you gave, very useful ;-)

Didnt know I can improve your terraining skill just by speaking =D

EDIT: Actually if I really need to change tiles I think I can use "Copy/Paste" for all the terrain/doodads on another blank map (with real tileset).
 
Level 6
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I have a big suggestion regarding grass. Don't use such diverse tiles from Ashenvale and Lordaeron Summer, they cut in eachothers hue and makes a heartly terrainers eyes to be filled with tears. Use a more rugged and yet stylish version. You'll find such Grass in Village and Dalaran sets. Those two standard grass tiles (2) are very primitive and fits well with every other aspect of tiles, such as the snow, rock and dirt surface, but even the transition towards water. Among with that, I suggest replacing the third tile option you've chosen to use, perhaps leaves, to Ashenvale Grassy Dirt. It fits well to almost anything and I rarely choose to reject it.

Here's an example of tileswork i was refering to, showing the transition with dirt and grass with grassy dirt in between:
167397-albums2606-picture21342.png

Source: A Footman's Tale

Another point; you could use a rock doodad to used for the aspect of the visual and also as a matter of blocking. It's possible to edit Outland Abyss to Village Rock and thereby unpathable by movement on ground. But I don't recommend that. Rock tile has usage on a rugged wild landscape, you should work on that. Like mixing with chops of forests consisting of a few trees and equal sized hill with a rock tile and a stone on it and so forth.

To redirect you to a visual understanding how rock doodad decoration to work, behold this terrain:
74150d1264457347-1-scars-conflict-demo8.jpg

Source: Scars of Conflict presentation thread


Be careful though, do turn doodads off in 'view'- menu and turn on the ground pathing one. So no unecessary holes appear afterwards.

May the spirits of modding guide you!
 
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Sorry bout the double post, still getting the hang of these confusing site rules THW has.


Idk how you're doing your Armor/Weapon systems but it could go somthing like this.

~Attack~

Calvary-(Heavy)
100% V.s. Plate
150% V.s. Chain
100% V.s Leather
150% V.s. Cloth
50% V.s. Building

Infantry-(Normal)
75% V.s. Plate
100% v.s. Chain
150% V.s. Leather
150% V.s. Cloth
50% v.s. Building

Siege-(Siege)
50% V.s. Plate
50% V.s. Chain
50% V.s. Leather
50% V.s. Cloth
200% V.s. Building

Missile-(Piercing)
100% V.s. Plate
150% V.s. Chain
100% V.s Leather
150% V.s. Cloth
50% V.s. Building

Support-(Magic)
50% V.s Plate
50% V.s Chain
50% V.s Leather
50% V.s Cloth
50% V.s Building

Tower/Capital-(Chaos)
150% V.s Plate
150% V.s Chain
150% V.s Leather
150% V.s Cloth
150% V.s Siege

Halberd-(Medium)
150% V.s. Plate
100% V.s. Chain
50% V.s. Leather
150% V.s. Cloth
50% V.s. Building

~Armour~

Plate-(Heavy Armour)
150% From Halberd
150% From Tower
100% From Piercing
75% From Infantry
50% From Support
50% From Siege

Chain-(Medium Armour)
150% From Calvary
150% From Missile
100% From Infantry
100% From Halberd
50% From Support
50% From Siege

Leather-(Light Armour)
150% From Infantry
100% From Calvary
100% From Cloth
50% From Support
50% From Halberd
50% From Siege


Cloth-(Un-Armored)
150% From Calvary
150% From Infantry
150% From Missile
50% From Support
50% From Siege
150% From Halberd

Building-(Stone)
200% From Siege
50% From Missile
50% From Calvary
50% From Infantry
50% From Halberd
50% From Support



Unit Types
Calvary: Calvary Attack, Plate Armour.
Infantry: Infantry Attack, Chain Armour.
Missile: Missile Attack, Leather Armour.
Siege: Siege Attack, Cloth Armour.
Support: Support Attack, Cloth Armour.
Halberd: Halberd Attack, Chain Armour.


Goes Like this.
Buildings > Calvary, Infantry, Missile, Support, and Halberd.
Siege > Buildings.
Calvary, Infantry, Missile, Halberd > Siege
Calvary > Infantry
Infantry > Halberd
Missile > Infantry
Halberd > Calvary
All > Support
________________


Also I was looking at the terrain you are doing, and I think its 10X better then the original Europa maps, however I think it might be a good idea to get rid of the pathing tile underneath the cities, because the town-hall pathing tile below a city scape building looks bad. Also, the Medieval Buildings Pack might be a good addition to this map to replace custom barracks and town halls. I used it in one of my random terrain thingies to great effect.

Lovin the terrain though, what unit types do you have set up so far? So far as Infantry name and such, because I can get you a long list of Infantry types Calvary Types and so on and so forth.
 
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Level 18
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What hugesome tips in there :)

First of all thanks to everyone for your support and suggestions, they are very useful.

So, let's get started. Concerning terrain it looks like I'll have to copy/paste my whole terrain (what a pain in the ass :'() to add more "good-looking" tiles. I'll do it, and I'll post a screenshot.

Now concerning your post Poseidon. I already have all my damages/armor type, it looks like yours. I just dont have the damages ratio for now, maybe I'll use your system.

Damages: Sword/Axe/Spear/Arrows/Gunpowder/Siege
Armors: Metal/Leather/Cavalry/Wood/Stone/None

Sword > Leather/None
Axe > Metal/None/Wood
Spear > Leather/None/Cavalry
Arrows > Leather/None
Gunpowder > All
Siege > Wood/Stone

Actually I tried to stick to the reality but it's kinda hard to implement in gameplay. If you have any other suggestions, go on.

Unit List: Swordman, Spearman, Axeman, Scout (another name ? cavalry unit), Knight, Bowman, Javelineer, Crossbowman, Hand Canoneer


Progress Report
First draw of the regular unit set (Infantry, Cavalry, Archery). I tried to stick to the same theme for all units.







Names from left to right.

About my terrain, the Town Pathing Style has been made to amplify the feeling of having a city in front of your eyes. Who thinks it's bad ?

A funny thing concerning the Medieval Building Set (by Mr. Bob). I found it AWESOME, really, simply and totally. But I wish I could use it. Remember I need a second set of building (and units) for south units. Unless you have a Medieval Arabian Building Set in your pocket, I'm afraid I can't use it.

@Special thanks to grombie too, for these terraining tips :)

EDIT:

May the spirits of modding guide you!

Ahah thanks =D

EDIT2:

At the moment I'm working on copy/pasting the terrain. Hard task :'(

New Tiles List:
Village - Dirt
Village - Grass
Village - Cobble Path
Village - Rocks
Ashenvale - Grassy Dirt (I'm pretty sure I choose the right tiletype)
Sunken Ruins - Sand
Barrens - XDirt
Barrens - Small Rocks
Lordaeron Winter - Snow

New Screen (not much work on it)





 
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Level 12
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I'll still appear sometimes though until my quest is over. Ahn, so Goffterdom, you need help on some exact thing? So I can properly learn it/think about it, etc.

What is that on the cities? A sentry ward? o_O

And by the way, some places are have huge forests, and other places are like plains... Like, for example, between Italy and Hungary there's a huge forest... and on north Germany there are few, almost none forests at all, but I think you already know that either way. Did I said that CIV (stands for Civilization AND IV. Goddamn creative bethesda softworks.) have really realistics maps? (Despite the fact that they are organized in squares. Well, if you do need info on some specific place on Europe, looking at one of their Europe maps might help a lot.)
 
Level 18
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I used the real european tree density to choose where I put forest etc... I increased the number of trees as Chizume told me.

The sentry ward is to create the floating text with the name of the town, it wont appear in-game.
 
Level 3
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I could poetentially run through the modle lists and grab out 345425 modles that look desert like, and match eachother?


Heres some stuff I found, plus a few of Bobs Historical stuff can be used as well as some of this.

http://www.hiveworkshop.com/forums/..._warlord-160227/?prev=c=20&r=20&d=list&page=2


http://www.hiveworkshop.com/forums/..._warlord-160147/?prev=c=20&r=20&d=list&page=2


http://www.hiveworkshop.com/forums/..._warlord-160224/?prev=c=20&r=20&d=list&page=2

http://www.hiveworkshop.com/forums/..._warlord-159885/?prev=c=20&r=20&d=list&page=2

http://www.hiveworkshop.com/forums/...ingcenter-49900/?prev=c=20&r=20&d=list&page=6

http://www.hiveworkshop.com/forums/models-530/goblin-barracks-49902/?prev=c=20&r=20&d=list&page=6

http://www.hiveworkshop.com/forums/...ed2anim31-48030/?prev=c=20&r=20&d=list&page=6

http://www.hiveworkshop.com/forums/models-530/pyramide-49863/?prev=search=Desert&d=list&r=20



http://www.hiveworkshop.com/forums/packs-542/bobs-armada-114379/?prev=search=bob&d=list&r=20


http://www.hiveworkshop.com/forums/...buildings-108250/?prev=search=bob&d=list&r=20


http://www.hiveworkshop.com/forums/...ollection-157245/?prev=search=med&d=list&r=20



The CASTLE modle could be used for a Desert fortress, The Watch tower can be used in the desert, as a watch tower *Duh*
The palace looking one, with four golden domes can be used in the desert. >.>

Then in the historic models the last two models could be used in desert. Bobs armada is kinda obvious. >.>


and of course, the RESEARCH CENTER!
http://www.hiveworkshop.com/forums/models-530/library-135790/?prev=u=Mr.%20Bob&r=20&page=2
 
Level 18
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Nice indeed. Gonna see what can I do, actually I still dont have the final building list. So its kinda hard to visualize the whole thing. I'll fix the list and then see what model I can use. Thanks a lot for these models, I already found some of them but I didnt plan to use them. I'll see if there's enough south model.
 
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Also, around capital cities should you place pre-set default walls that are neutral, so people can build in gates and spend minimal amount of resources on rebuilding a defensive location around an important city?
 
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Just wanted to say the I agree with Brombie, he knows his stuff. And Poseidon has got a point with the defense of capital cities, but as it was previously the main building (don't remember it's name) was really strong and I think that may be sufficient.
 
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PoseidonSeaGod, did you played Lords of Europe 3.0? You should. To check the previous game, I mean. You can find it on mapgnome.org. It was here on Hive Workshop, but due to some issues it has been removed from Goffterdom until he can release it once more as ETAoW.

Well, indeed, ships DO use a lot of food. A good idea I just had is that you make the ships a LOT better than the units (you can take down a mercenary ship with 3, 4 archers...) so it is more realistic and the food is actually wasted in a good way (using the same ammount of food, if wasted correctly, the melee units trash a ship costing about the same food/resources)
 
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you could create a new resource called Naval points

the way it would work is you build a building called (you geussed it) a port. each port allows you an etra 5 naval points.

naval points work like regular food except for ships (this should actually make them really easy to code ass all you have to do is have the game keep track of how many ports you control, and then how much each ship contributes. if you have less Navy points than ships than you won't be able to build any more ships.

i think this would be better especially since food won't increase 5 times from a division to a ship. this will also allow certain players to concentrait on ships as apposed to land, and stop players from massing food and building a fleet that dies and replacing it with an army.

as well the ports should give other bonuses that allow naval players a certain bonus. (perhaps every unit of Naval points used increase income based on the idea that you would also have increased trade)

so lets say you have 15 NP's available, and you spent 7 of them. each NP gives you an extra 20 gold a turn, so you gain 140 gold every turn based on you're fleet. i like this idea because a major problem with being a naval power is people will attack you and you wont be able to deffend yourself, but naval powers are often much more successfull than the game demonstrates, mostly due to them making more money. please i think this is a really good idea that will allow people to play in a new and interesting way.
 
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You can now build on any coast. I will also add a "Trade Harbour" that automatically increase income each round. So that having a fleet defending your ports will be necessary.

'Naval Point' sounds like a good idea, but I'm afraid adding another complicated system will make the game less nooby-friendly.
 
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Everyone has to start something somewhere. Noobs will get smashed regardless of a trade port that makes the game infinitely more interesting. I don't even USE navy's half my games. Not a single ship built in like 500 out of 530 games.
 
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