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Gods and Empires- CITY building/RTS

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Level 9
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Here we go:

This spell is called Artillery Strike. The idea is a big rocket which flies in a bow toward the targeted location and when it flied 75% of the distance the rocket splits up into 12 smaller ones which crash into the ground around the targeted location. The liddle missile deals damage to all nearby enemies and push them away.

cedi

Nice one cedi..Keep em comin':thumbs_up:
 
Level 10
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Here we go: The Clockwork Bomb

The spell spawns 3 nasty liddle clockworkworker which build a bomb. The bomb gets stronger as the worker build. When one of the workers dies the bomb grows less fast. The bomb will explode when all workers are dead or when it reached it maximum size. You can be sure, the bomb will erease all your enemies nearby.

cedi
 

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Level 18
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Here we go: The Clockwork Bomb

The spell spawns 3 nasty liddle clockworkworker which build a bomb. The bomb gets stronger as the worker build. When one of the workers dies the bomb grows less fast. The bomb will explode when all workers are dead or when it reached it maximum size. You can be sure, the bomb will erease all your enemies nearby.

cedi

Lol that would be really cool :thumbs_up:
 
Level 20
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WOW - I just can't believe how big this has gotten... I'm on the team and I can't recall every little detail of one of the subfactions... let alone the whole empire... and in the final release there will be 3 main and a total of 9 subfactions... awesome or what!?

Also to note as Pangahas has mentioned we have some unbelievably cool and hopefully unique ideas in the making... to make this map even more special.

On top of that I will begin writing some of the lore soon, so you guys might fancy brushing up on that, trust me, there might be little easter eggs in it that will you give you the edge when we finally release it...

Some will be easy to find, some not so... Just a little incentive from me ;)

Cheers to everyone for all the support, i'd pat you on the back... but they have yet to invent virtual handshakes as far as i'm aware.. so give yourself one =D

+REP will have to do instead ;)
 
Level 6
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this is just a random idea that i had.

what if resources came from special areas (control points mines or something)

every x secounds a trader was spawned that heads to you're capitol (or a trade port if you have one selected) once the trader enters a radius around you're capitol he disapears and you get the resource.

when you want to build you use you're capitol. you build like normal BUT you are using you're capitol instead of a worker. after you select the building and location, 1 or so workers head to wprk on the building (they are spawned and disapear after completion) and you can spend extra resources to add workers.

this would:
a) reduce the number of units walking around
b) provide a new way of waging war (cut off supply lines)
c) make building more realistic
d) make the game more unique
e) make naval controll more important

taxes would probably arrive normally

as for the trade system i have a simple way it may work.

you have the resource producer (could be a mine or anything)
you select the mine and set the rally point (probably a spell) to you're trade dock (the mines on an island)
you set the trading port's target to you're bases trading port

the trading port would have 2 options: import and export
note: you may not need the import and export but there is the possibillity you need to bypass a certain lake or something
 
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warman45>Nice input as usual..:)
Bout the resource gathering..So aside from gold and lumber,there would be iron and stone..Iron would be used in the production of armors and items from your blacksmith while stone will be used mainly for walls and defensive structures.ANd just like you mentioned/suggested if I understood it right,these resources can be found throughout the map and for you to gather them you have to build mines near them.The position of these resources would be random to prevent players from picking up the same spots where to settle.Original plan was again,you assign citizens as miners to gather then deliver them to these mines and once stock reaches a certain amount a delivery cart would transfer them to your stockpile..But to lessen micromanaging I decided to skip the gathering part and make it somehow automated..
The new plan goes like this,You still assign citizens as miners but you load them inside mines,the number of miners that are loaded determines the amount of resource you get per turn..
Same thing goes for farms,contrary to the video demo..Crops now will be automatically created whenever you build a farm,you don't need to plant them one by one.Again the amount of wheat you get is determined by the number of farmers you assign for each farm.
THis new system reduces further the amount of citizens walking around and allows players to focus more attention to what everybody loves to do in RTS games-the fighting.lol.And as Grey Nightmare hinted on his post,we plan to implement some cool and hopefully unique features on this aspect of the game.Which may not be appealing to some so I decided to make them optional.Details on this will be revealed on future updates.

As for the trade system,I have not really looked into that yet..What I'm focusing now is the core systems like resource gathering and troop conscriptions..Since those would be the basis of the major systems that will be implemented in the map.
 
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What I'm focusing now is the core systems like resource gathering and troop conscriptions..Since those would be the basis of the major systems that will be implemented in the map.

Yes... think of the upcoming alpha as a skeleton, we will flesh it out eventually but what's the point in trying to cover up broken bones? If you guys don't like the skeleton then we won't have wasted time with the 'flesh/extras'.

Little, wierd metaphor from me :cute:

But yeh don't expect everything to be in the alpha, just warning you in advance, so your hopes aren't crushed at the last moment

:thumbs_up: -> IT WILL STILL BE AWESOME! ;) Pangahas will make sure of it i'm certain.
 
Level 6
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i called it a trade system but it really is a gathering system. the idea being that you get resources from the mine but instead of simply getting the gold, you get a unit that MUST make it to you're capitol building for you to actually recieve the materials.

and the idea i had for construction was simply the same in reverse. citizens must go from you're capitol to the job site and are disbanded afterwards.
(means that in order to build faster you must pay extra every time (hey not my fault the workers are greedy(who said they needed all that food anyway)))

now technically you could send the resources to another player-
(all it checks is the proximity to a capitol type building (i'm assuming you can only build one else it may be better to have a seperate structure called storehouse))

the reason why the trade example got complicated was because I added in the explanation for docks, these are simply a converter that turns land based goods into sea based-
(making a merchant into a ship so it can go on water)
and vice-versa
another thing, you could add in a building that will take all supply units that target it and re-route them.
(note previous explanation sucked)
example:
you tell you're mines to target the trading post.
you tell you're trading post to target another structure (capitol, dock, trading post)
a supply is spawned and heads to trading post
supply reaches trading post and then heads to other structure.

for simplicity you can ignore the "Routing" system and simply have the mine spawn resources and head to the capitol before you recieve them.

there was a map that i played that had a simillar system. it was based around northrend though.

BTW maybey if you make workers an item that stacks as opposed to a unit then you could increase you're unit cap (at the cost of needing a soldier to pick up the civillians and "Escort" them to there respective job.
 
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a ship can't move if there is not a crew inside (crew can added at ship inventory, so possible a ship have >50 crew). minimal crew needed based on the ship

is there pirates or sea-rebel?
a ship board with another ship (enemy) and the battle on ship begun. the winner, depending how much the strongest crew will get the ship, but the crew will be decreased cause the battle
 
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if you do that than ironclad and protected cruisers should be exempt from that. (ironclad have slopped sides that make boarding actions impossible) and protected cruisers can turn too fast to stay side by side plus the ship is to powerfull for ropes to control (any ropes would snap)
 
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Drop-off point of resources will be as follows>
GOLD-goldmine,Capitol(main building)
LUMBER-lumber mill,Capitol
STOCKPILE/WAREHOUSE-stone and iron
STONE-stone quarry
IRON- iron mine
MARKET-all food resources

*The amount of IRON & STONE you could use = to the amount of this resource that are stored in your stockpile.

Is there pirates or sea rebel?
Yes.

The Rave>ship crew concept is ok,We might use that but it will just be an optional mode.Having different crews adds another dimension to gameplay,which is good.

IMPORTANT: Just so it's clear,the ALPHA would only contain some of the features of the map,mostly the basic ones.SO don't expect all concepts to be present,after all it's an alpha version.:)IT will be based off TIER 1 only so units would be standard units.The main objective of the alpha is basically test out the core systems/mechanics, fix what needs to be fixed ,remove what's necessary and retain what's functional.HOPE that clarifies it..GOt to get back to work now.BTW THANKS for all the response/ideas,feedbacks etc.WE appreciate it,keep em coming
 
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Actually those concepts are included in the mode I was talking about..Well since it's been brought up I might as well reveal it..Its some sort of realism mode wherein archers have ammo system.and units have stamina..Mechanical units including towers have to be manned before they could actually attack or move.This might not be appealing to all players so its optional.The host could just turn it on off at the start of the game..All this to somehow make battles more realistic on a certain sense and adds depth.So outcomes of battles won't be based primarily on the number of units you have but rather on the quality of your units and how you deploy them on the field.It forces players to think of a battle plan before going into a battle.It would somehow slow down the pace but then again it all boils down to the player's chosen strategy.And also,non-siege units deal little damage to structures so you really have to invest some resources for siege units in order for you to successfully bring down a heavily fortified enemy base.
 
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Besides Gofftterdom is already using a morale system for his GLOry of war map,so just to be different I'm using STAMANA SYSTEM-coined word for stamina mana..
 
Level 6
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i would just like to point out that the point of my system was that all construction and resource gathering must go through you're capitol thus making gathering resources from the other side of the map, un-economical. and forcing players to worry about the protection/aquisition of trade routes (any road is important.)

i feel this would change the way wars are fought for the better. players may not be able to wipe out each others capitols but they could still rob them of precious resources in an attempt to out-produce each other.

the reason i mention this is because i'm not shure if you understand or not (i know i am poor at explaining things)

plus the resource chart confused me (at first it looks as if resources are in the right but i don't think stockpile is a resource. but goldmine isn't a resource either so that threw me off as well.)
 
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Sorry my fault, here's a better explanation of the system I have so far..

•For Lumber,you order lumberjacks to cut off trees and then they deliver them to your lumber mill.

Gold can be mined from gold deposits.You have to build mines near them then assign miners by loading them inside..You get gold every turn depending on the number of miners.

Iron and Stone can be acquired by building mines and quarries.The same concept applies here you assign miners and the rate of the resources you get every turn depends on how many those workers are.

Gold,Lumber,Iron and Stone that are gathered from these mines will be delivered to your stockpile/warehouse by a delivery cart.I'm still thinking when will the delivery happen?Is it better if it would be periodic(every x secs whatever you have will be delivered) or by stock number..Let's say 10,when your stock reaches that amount only then it will be delivered.

AS for the food items here's the process>
For Tier 1:
Fishing boats>Fisherman's Hut>Market
Wheat farm>Granary/Mill>Bakery>Market

I hope that made sense this time..:)
 
Level 18
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Ok heres an idea on how to get other food.
Unit-cow
As a cow is born it has 100 meat (if you kill it youll get 100 meat) but a peasant can milk it and that will also give you food (but less) as time passes the cow would eat more grass and get fatter so in the end it should have 600 meat then you might kill that cow get the meat and train a new cow and milk it untill it gets to the 600 meat and allover again.
 
Level 7
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Ok heres an idea on how to get other food.
Unit-cow
As a cow is born it has 100 meat (if you kill it youll get 100 meat) but a peasant can milk it and that will also give you food (but less) as time passes the cow would eat more grass and get fatter so in the end it should have 600 meat then you might kill that cow get the meat and train a new cow and milk it untill it gets to the 600 meat and allover again.

That really looks a little complicated just to get some food and I'm sure alot of people would get confused by it when playing the game ( IMO ).

Why not just make cow farms that produce x amount of food every x seconds? Keep it simple, you know.

PS: No offense for dissing your idea.
 
Level 6
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so basically you're system is a lot like mine, except the resource is mined first (i ignored the woodcutting part and went straight to the lumber mill.)

i'm assuming that the periodic even means that every x secounds a pack hoarse is spawned and heads to you're stockpile.


now that i think about it you could have meant that every x secounds you're resources update. i like the idea of a unit, that way you could blockade areas and the further from you're capitol the more difficult it is to mine.

btw if you do like the idea of a pack hoarse unit then i suggest adding "waypoints"
when a trade cart arrives at a waypoint it heads to the area the player selects (i already explained this, along with the land to sea converter waypoint. (trade dock (required due to islands)) anyway i'll keep selling this idea untill the topic changes (i really like the idea))
 
Level 9
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yup its a choice between every x secs a delivery cart is spawned and transfer whatever resources you have or there's a supply quota before its delivered..

As for the waypoints I'm not exactly sure how to do that via triggers,haven't tried to yet actually..
 
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Ok, i've just been collecting some ideas together and here is a list of games I think you'd find useful for ideas etc, in terms of city building/resource management, trust me if you can get your hands on any of these or even a demo... you won't be disappointed (by what you learn, not saying the games are good per-say):

-> Stronghold 2 (many versions... i played deluxe, guess there is little difference) might have mentioned this one before.

-> Anno (I played the mobile phone version and this was good... surprisingly. I believe there is a pc version?)

The above is the most useful by far... if you lived in the same country I'd post my copy to you, it has conscriptions, kingdom morale, equipment/resource system, for e.g. you need peasants extracting iron ore at a mine and then a smelter to smelt it into bars and then a sword smith to make swords in order for you to equip soldiers.

I personally think it's too complicated and so don't find it all that fun... (my personal opinion, don't flame please! =P) but it has some great systems of the type your mentioning.

other things to look out for in it:

Destructible walls (bit by bit) so your men can be flung off the ramparts, even if most of the wall is still intact.

Chain food system, e.g. you need wheat farms, mills and finally bakerys to make bread.

Hop farms -> breweries -> pubs to sell beer which increases kingdom morale/citizen happiness

then there is also some quick simple ones, like orchards immediately make apples, but you get 'honour' bonuses and happiness bonuses for giving out different varieties of food - which is nice because it doesn't force you to build a complicated economy but it rewards you for doing so, consider this yourself, if nothing else.

Have an easy way to go about things, but reward players for taking the hard route.


*****************
Tax, this bit's obvious, high tax -> more money, people hate you and vice-versa.

Anno is good because like you were planning originally it has different levels of citizens.

E.g. pauper -> middle class -> gent (no idea what they really are...)

Each one pays more tax but requires more services near there houses to be happy (stay in your empire) so an area of your city filled with pubs, markets and baths will be full of well paying citizens, but a section of city that is neglected by the player and is just a mass of housing will be ripe with disease, take up a lot of space and provide very little tax...

Once again its the short or long route system, rewards for the latter.

It's really worth considering! Honestly!

And I wouldn't have it has an on/off option because it's to central to gameplay.

=)
 
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Grey actually the ANNO game inspired me to make this map,:)..I have the PC version and indeed it's a great great game.One thing it lacks though is a well developed melee/fighting system,which is understandable since the game is basically a city sim.So I thought why not make a map like it with a taste of AOE, a dash of Black and White and a hint of Stronghold and Settlers..What do we have?- Gods and Empires..:),oh I almost forgot age of mythology..lol
 
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I wish they would make AOM2,that would be awesome,BUT i don't think it's possible any time soon coz I heard Ensemble got disbanded?
 
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I wish they would make AOM2,that would be awesome,BUT i don't think it's possible any time soon coz I heard Ensemble got disbanded?

Ye, i'm not sure what happened with that... I know they made halo wars last, so I wouldn't be surprised if they were bust, that seriously tarnished their reputation in my opinion. It's so easy to win at that game just spam grizzly tanks or vultures... the tactical side was poor.

EDIT: G&E is your chance, put it in what you would like to have seen in AOM2 ;)

EDIT 2: Oh wait didn't they split into two? And one was called robotworks or something and have said they will continue supporting AOE etc... there may be hope yet! =D

EDIT 3: Yeh robot entertainment! =D we can dream
 
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Level 9
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I need feedback on following>
•Is this a good idea- jobs/proffessions are retricted by the citizen types..e.g peasants can only be assigned to be miners,builders etc.. Noblemen-scholars(research points you receive per turn is = to the number of scholars inside a school or university).
•RESOURCE DELIVERY?choice between every x secs a delivery cart is spawned and transfer whatever resources you have or there's a supply quota before its delivered..
 
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I need feedback on this>
•Is this a good idea- jobs/proffessions are retricted by the citizen types..e.g peasants can only be assigned to be miners,builders etc.. Noblemen-scholars(research points you receive per turn is = to the number of scholars inside a school or university).

Hmm it's a good idea in realistic theory.. but perhaps not in gameplay, it seems like a good one for your 'optional settings' :thumbs_up:
 
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I can't decide which one to use for the conscription system
>
You have the choice of units in the barracks,once you finished training the unit you chose to train,random 1 of your citizens would be removed as replacement for the trained unit..
>
You load units to be trained inside the barracks,then you chose which units you want them to be.Trained units are created outside the barracks.
 
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ok. about ensemble.

microsoft owned ensemble. they disbanned it because they thought it was a money hole.

the members of ensemble (now un-employed) made 2 componies robot entertainment (manages ensembles games and updates (probably won't come out with anything new due to having to worry about all ensembles currently supported games)) and another one (forgot the name)

i have an idea for how to code the waypoint/tradeport system
note: you can't due this in GUI and i don't know Jass however this is how i would go about it in any other programing language (i'm assuming Jass can do the same)

if the trading cart is within X radius of a waypoint then set trade cart target position (here's where you tell it to inherit the trading posts target(you can probably use a variable here))

trading ports are a bit complicated. they have 2 targets (one for boats and one for carts.
when a trade cart gets within X radius of trade port create a trade ship and that ship inherit X target value. if a trade Ship enters radius create Trade Cart newly created unit Inherit Y target

so it looks ike you would simply need to create a trigger that creates one variable for every waypoint and two for every trade port, and have these variables as locations.

create a spell that set's a variable position.

create a trigger that checks radius and possibly wether the building itself is targetted.

create a trigger that makes the trade unit head towards the position stored in the trigger

create a trigger that swaps carts and ships (required due to islands)
 
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Well, it all depends were you planning on the system whereas you need swords to create swordsmen etc? Because if this is the case I think an 'instant' buy thing like a mercenary camp would be best, the amount of 'stock' is the total possible amount of men you could have:

So if you have 2 citizens and 2 swords, there would be 2 swordsmen available to buy, a random (non-job) villagers would be removed when a soldier is bought.

But if you had for e.g. 10 citizens, 1 bow and 6 swords, 6 swordsmen would be in stock and 1 bowman etc...
 
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ok. about ensemble.

microsoft owned ensemble. they disbanned it because they thought it was a money hole.

the members of ensemble (now un-employed) made 2 componies robot entertainment (manages ensembles games and updates (probably won't come out with anything new due to having to worry about all ensembles currently supported games)) and another one (forgot the name)

i have an idea for how to code the waypoint/tradeport system
note: you can't due this in GUI and i don't know Jass however this is how i would go about it in any other programing language (i'm assuming Jass can do the same)

if the trading cart is within X radius of a waypoint then set trade cart target position (here's where you tell it to inherit the trading posts target(you can probably use a variable here))

trading ports are a bit complicated. they have 2 targets (one for boats and one for carts.
when a trade cart gets within X radius of trade port create a trade ship and that ship inherit X target value. if a trade Ship enters radius create Trade Cart newly created unit Inherit Y target

so it looks ike you would simply need to create a trigger that creates one variable for every waypoint and two for every trade port, and have these variables as locations.

create a spell that set's a variable position.

create a trigger that checks radius and possibly wether the building itself is targetted.

create a trigger that makes the trade unit head towards the position stored in the trigger

create a trigger that swaps carts and ships (required due to islands)

I think this is plausible,I'll look into that..
Yup the current terrain is mostly made up of islands so having a trade post is a good idea to transfer resources from an island to your stockpile,Which is required to be built near your capital/main building..
Note:placement of resources would be random so it will not be a case of who gets first to a prime location,and also forces players to expand I think..


As for the conscription?I might not use the concept in Stronghold 2 wherein you need swords to train a footman..I would just make the blacksmith some sort of shop where you could outfit your units with weapons and armors to boost stats..They could only carry one type of each item..ON SECOND THOUGHT, why not use that system and just give the units the items once they are trained..lol
 
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Hey Pangahas, are you going to use attachments on the units you train? You know, so there would be a more customizable aspect to the units, or are you just going to use different units for everything?
 
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Grey Nightmare>Yup,trained from the capitol,and maybe when you reached the next Age you gain stronger emergency units, royal guards perhaps..It could also have call to arms ability..

Some screenshots taken while map testing>
 

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Level 9
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wow, wooden walls look rock

Yup excellent model by Mephestrial,credit goes to him..I had to make custom pathing map for all 4 variations,since I scaled them down.
Also the model for the houses are Ergius' and for the stable I used, Farm model by Dark Hunter1357;horses by iristle..:thumbs_up::thumbs_up::thumbs_up::thumbs_up:
 
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Can they be upgraded into stone walls?

THat was the original plan but I have yet to decide on that coz the stone walls would be bigger in size compared to the wooden ones so if you upgrade them they would overlap,and also the stone walls would have a different pathing map.

Be finished:D PLEASE:D

Don't worry, the alpha version is on the way.I just have to make sure all systems and triggers works fine.Just be patient.:thumbs_up:
 
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