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Naga Fans

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Level 10
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Well, from what we've talked about, I don't think we'd be seeing Nazzjatar. Our idea revolved more around a third, mysterious continent covered in a thick fog that keeps it hidden. Because it's a new world to explore, we can do whatever we want to the land and its people. I know I have plenty of ideas that keep the player from always fighting.

The main antagonists so far seem to be a Horde raiding party that got stranded while on its way to the Eastern Kingdoms (while heading west from Kalimdor) and a group of death knights and necromancers called the Frozen Hand, who is led by my death knight. The Frozen Hand will be very ambitious, but knowing what classes they have in their ranks, I'm sure you can guess what they do. Don't want to give everything away yet. lol
 
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Then how to you cal naga living in Nazzjatar that aren't military?
that is in reply to the citizens comment. For te purpose of this plot, I don't think we'd be seeing much of a naga society. The Frozen Hand will have some form, though they may be more of a cult or secret order. I'll see if I can work on the plot soon. I'm a little bit busy at the moment.
 
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lol The only citizens I plan on having in the campaing would be the residents of the continent. Though I could start making sample missions for the plot right now, I kind of want the race tree to be finished so I know where I need to focuse the missions. Certain units may have abilities that change how a mission is played or what that mission is. I don't want to rush the campaing either, but I feel like if I don't do something to help it, it'll drop dead and we'll never finish.

Though I can say that the two campaigns on Hive's front page did make me want to terrain again, and gave me some good ideas. Hopefully, our campaign will be featured there too. I know that's ambitious, but that'd be awesome.
 
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I agree there aren't likely to be peasant Naga. The organization of Naga seems to be somewhere between a clan and a noble house. They do tend to see themselves as superior and with slaves and magic you wouldn't need much of a Naga underclass to support their society.

Magic also probably blurs the line between military and non-military, as might their culture's unified sense of purpose in vengeance and expanding Naga power.

Also, your continent would be a 5th one, not 3rd. Azeroth, Kalimdor, Northrend and Undermine each lie on one side of the Maelstrom. Just saying :)

I am definitely curious about this Frozen Hand.
 
Level 21
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Peasant and civilian aren't exactly same though naga are unlikely to have peasants as you say.

Undermine is city on island Kezan (since WoW). Though the 4th continent wold be Pandaria.

Well...help me finish the race so we can start on campaign and we might know more about him =P
 
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I agree. I have the turtles as root buildings work for non-AI. I like the ability to control them, but I think the auto-production in Tank's system is better. It just allows for more new play possibilities than simply changing up the abilities of lumber mills and peasants.

Ideally I'd like to see the slaves produced under Tank's system but no orders given, except.

I think Slaves should only be able to return lumber to THEIR turtle and this should be the only time orders are overridden and it will allow us to keep slaves near their spawn turtle if we do remove the auto-orders. That is the real problem with free orders, loosing track of which slaves will die if which turtle does.
 
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My AI broke and so I haven't seen how it handles that. If so it might be something the AMAI system could handle better.
 
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That would be easier than matching them. My issue is as follows:

If they are unmatched, but each turtle produce 4 slaves that dies if it does and it will replace if they die. Then if those slaves get mixed up with other turtle's slaves it will be very hard to know which slaves are tied to which turtle.
 
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Well the difference is Adherants can do a form of rush building. So as different as Orc build is from Human.

I know we want slaves to do repair, but I think I can make the rush not a repair ability. So Adherant's start and boost summon pools but slaves repair completed structures.

Actually, I did some work on the turtle triggers, mostly just disabling functions. The slaves now respond to commands. However I was able to keep the Select Tree ability, so that works as a way to tell which slaves are which and give bulk orders.

I was a bit skeptical of this system at first but it has really grown on me. Having slaves be something you don't pay for directly really goes a long way to making them seem like slaves.
 
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Well that's the beauty of this system. You don't hire slaves. You buy the cages and you get slaves over time. I'm assuming this mechanic represents slaving parties nabbing mur'gul and delivering them over time and/or breeding programs.

I totally think there should be an upgrade to raise slaves per wagon to 5 also.
 
Level 21
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I think one guy did try to make a full slave system for teactree contests though not sure what happened in the end.

Economical upgrades are for some reason unused except for humans, kinda unfair. So yea Extra slave upgrade would be fun...hm now I am thinking if it would be possible to modify turtle model to have Cages sticking out of it.
 
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