New map idea...Build your own city type of game- need ideas

Would you play this game?

  • Probably, I will at least try it out when its done.

    Votes: 0 0.0%
  • If I see it hosted on Battle.net I will probably test it out.

    Votes: 0 0.0%
  • Probably not, but If I hear good things about it I may reconsider.

    Votes: 0 0.0%
  • Nope- not my kind of map.

    Votes: 0 0.0%
  • WTF? w3r3 u 0n krack wh3n y0u p0st3d thls?!

    Votes: 0 0.0%

  • Total voters
    193
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Level 5
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148
This is going to be called Medieval Empires. This map is (in summary) a simulation of building a town, managing it, and expanding (by means of negotiation, buying, or using agressive force). The more settlements you capture, the higher your pop cap is.

You will be able to build a vast amount of buildings...many of which will spawn various units.
Houses will spawn townsfolk, which will increase your income every 60 seconds (by means of taxes).

The more townsfolk in your possession, the more terrorists and murderes will spawn periodically. They attack your townsfolk, and kill them. They can be killed, however.

If townsfolk have a positive liking towards you, they will randomly build monuments worshiping you. These buildings will have special auras, or grant more gold.

The monuments, along with certain buildings you own will drawn townsfolk from other parts of the map towards your town.

I would like all feedback on this idea, allong with ideas, suggestions, comments... whatever. Yes, this will be fairly difficult, but I already have parts of the triggering already completed. Medieval Conquest 2.0 has some of these triggers right in it. This is going to be a much advanced version of this.

Thanks!
 
Level 23
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Well, I was thinking along the lines of mini-games that provide some quick ways to make extra cash, and are fun to play. It doesn't sound like a very fast-paced game, and realistically, the building of statues and buildings will probably take some time to complete, yes? I thought like horse-races, small warfare with primitive raiders, public hangings, guillotines.. you know, the fun stuff. :twisted: :p
 
Level 5
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Sep 22, 2004
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Lots of buildings, units, expanding cities...THIS IS FANTASTIC!!!
It would be realy good, if you will be able to create gardener, who will grow difrent plants. If you will have plants in your city, then the townsfolk will be happier.

I have a lot more ideas for your project! If you maybe need any, just tell me!


I wish that you will complete this project soon.
 
Level 5
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148
Oh dont worry red lord- the gardener is already being made :). You will have to grow certain plants for certain units (I.E healer)

The only units you can train are kids. They will either grow up into men or women (takes about 6 seconds). Then, you can choose between making them follow an archtectual life, or a military life. You can purchase or find various weapons on the ground. Simply have a basic military unit pick it up (militia), and it will instantly transform into a unit wielding the weapon. Here are some of the weapons
(basic items)
Shortsword
Bow
Axe
Javelin
(Intermediate items)
Saddle and club
longsword
Longbow
Glaive
(Advanced items)
Saddle and Axe
Broadsword
Hand Cannon
Pike
(Special "Unique" Items)
Achille's Mail
Teutonic Plates
MORE...?

All ideas are most certaintly welcome! :)
 
Level 5
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Messages
148
Well, I am going to be working with mostly, if not all models directly in WC3 TFT. If nessesary, I will import one or two skins, but models take up a large ammount of space (generally), and I do not want to make this map a huge one (if possibe less than 200 kb).

Also- back in acient times generally pikes, spears, and halberds were used to disrupt enemy mounted soldiers. From what I have read, they generally only carried a long spear, without a sheild, so they could better handle it.

The Creep skin for the "Overlord" is what I am going to be using. A large spiked unit that (with proper coloring) resembles a human.
 
Level 5
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1.Will there be a priest or monk, who will be able to marry two people. This would be great. If two people will be married then they will pay higher taxes.

2.You should create a rock thrower, who will be able to throw rocks. This would be a light ranged unit.
 
Level 5
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lol the marriage thing would be pretty funny. Hahaha, I will see what I can do.

There will be a "stone thrower" and will be upgraded to a "slinger". These units have a ranged bonus against buildings. There will also be a Catapult, and Trebuchet.
 
Level 5
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Here are a few screenshots of the upcomming game:
a30.jpg
Here, a small village is being viewed. There are several houses, which spawn villagers occasionally. A Hand Cannon, the best ranged unit weapon, is selected here.

83d.jpg


I have also added "ambient town sounds" so the larger your towns get, the more sounds you will hear. Each building supplies its own sound, so if you have a very agricultural town you will hear chickens, horses, ect. If you have a highly military town you will hear metal workings, horses, ect. If you have a lot of people in your town, you will hear a lot of voices in the background.

From the testing I have done so far, it really adds a whole extra layer of realism... with surround sound its particuarly neat.

The sounds are generated through timed triggers... but I am pretty sure that I have eliminated all lag generated by them.

As I posted in the beginning of the topic, all ideas are more than welcome!!
 
Level 16
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I was working on a medivial warfare map, but the hassle of creating several levels of Berserker Upgrade for about 7-10 units pushed me off it. I also recommend you do what I was trying to do. Level 1 Footman is like a bandit, level 2 is militia model, level 3 is finally footy. Spearmen just get stronger, and at final level, become riflemen-- Powerful killers of single units, but slow in attacking and frail. Archers become rangers and elite rangers. This follows the units if Rise of Nations (AoMish computer game). Lastly, use techtree wisely in this. I am not sure how you are doing it, but if you are doing war, make sure the buildings are actually significantly big, because it's funny to see about 5 catapults equaling the volume of a castle. If you are doing war, doing a ranking--Normal to Veteran to Elite level abilities that give small bonuses in attack and armor
 
Level 5
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148
there will be a beta test, but Im not sure when it will be. I'll let you all know.

THere will be an Herbery- you can buy different herbs and give them to women to turn them into various healers. There will also be an alchemy building (name yet to be confirmed) which allows you to combine various items. For instance...

One Spear + Saddle = Lancer
One Shimmerweed + One ligher = Marijuana (hahah j/k)

You get the idea.
 
Level 4
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Oct 8, 2004
Messages
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The terrain looks realy plain, you need roads and then make it so that bldings can only be built next to roads. You should really play Heros and Empires or Genesis of Empire and check out the city techtree in that. It is way more advanced then urs seems to be and will give you some ideas.
 
Level 5
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Sep 22, 2004
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119
Pictures that you post...are they from testing version? Becouse I think that you should place more plants, rocks cages, fences and so on! I want to say, that you should place more EyeCandy things!

Sorry if I'm wrong! :)
 
Level 5
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That is one of the most impressive multiboards I have ever seen. Simply amazing.

I like the "only can build next to road" idea presented in the game... but I found roads to turn into more of a pain in the arse than adding realism in the game. The roads in my game have the exact same effect... except no buildings need them to build next to.

This game does a great job with triggering, and has some pretty neat stuff in it- but it's more of a "defense" game that makes you advance through time than a game like mine. I realize you want me to check it out for ideas... and I got a few :).

As for an update for the game... a brewery will be added after all. Also- istead of an alchemy building there will be an "alchemist" unit, who can combine certain weapons and items together to make awsome ones. There are 12 "normal" weapons, along with many more combinations. Here is a list of all the weapons

-BASIC- Sword, Bow, Saddle, Axe
-INTERMEDIATE- Long Sword, Long Bow, Saddle and Club, Spear
-ADVANCED- Broad Sword and Shield, Hand Cannon, Saddle and Axe, War Hammer
-IMBUED (items that can be combined)
Saddle + Long bow = Mangudai (a horse archer)
Saddle + Spear = Tarkan (a mounted siege unit)
Broad Sword and shield + War Hammer = Double Bladded Warrior (a really powerful infantry unit)
Spear + long bow = CrossBowman ( A fast firing bowman)

There are MANY more combos... Im hoping for atleast a dozen before release; and there will also be a large amount of medicinal combinations (i.e. shimmerweed + Green Tea leaf = Shimmerweed herb)

In addition... there are going to be combinations of combos (i.e)

Shimmerweed herb + Double Blade = Herbal Blade Warrior ( Double Bladded Warrior capable of light healing).
 
Level 5
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what weapons would I switch? The siege line goes:
axe -> spear -> War Hammer
and the Cavalry line goes:
Saddle -> Saddle and Club -> Saddle and Axe

I may have mis understood you however, could you clarify?

Also, although it is based on history, it is very very loose. For instance, I do not believe they had herbal medicine, breweries (the list goes on). during the stone, bronze, iron, dark, tool, ect. age.
 
Level 16
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Sep 3, 2004
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2,086
Siege weapons
Onager
Battering Ram
Demolisher (wrecking crane)

Soldiers
Axeman
Soldier
Footman
Elite Soldier
Spearman
Lancer
Rifleman
Archer
Knight
Crusader

Buildings
Farm
Granary
Townhall
Church
Barracks
Stables
Siege Workshop
Lumber Mill
Forge
Tavern
Arboretum (plant building)
Tower(s) (Spear, arrow, siege)
Wall

Special notes
-Onagers have a move like vorpal blades, and can use burning ammo which increase damage and area, and chars corpses on death.
-Riflemen must attack "very slow," and have enough power to almost kill a basic worker.
-Archers and Spearmen, for realism, should have a melee attack when too close in range, but is weak.
-Only siege units or things like looters/raiders in the game should be allowed to attack buildings
 
Level 8
Joined
Oct 2, 2004
Messages
417
Maybe use some of Miseracord's models, he/she has made lots of good to decent human models, escpecially foot soldiers.

You should be able to trade with another town/city, or lead your forces on conquests by either an Epic map or Game Cache. That way you could unleash your military power by conquering distant lands.
 
Level 5
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Messages
148
As I said before- I am trying to minimize the usage of skins, and, more importantly models. To get a good skin, let alone a model, its going to take up atleast 100k. My goal is to keep this project under 200 k (so far its at only 80k despite the loads of heavy triggering). The smaller the file size, the more poeple are likely to get it. I am also incorperating special effects (especially on healers and "spell casters"), and some of them do alter the appearence of the units a fair amount.

A lot of the units you mentioned Eusira I am already putting in my map (the suggestions seem to have a pretty heavy AOE2 influence on them). The Onager, Ram, and a Trebuchet will all be in the game. More likely than not the Onager will be renamed as a Catapult.

Along with a lot of buildings you mentioned, there are quite a few income-effecting buildings, also. Some of these include:

Tavern (2 gold per settlement owned)
Marketplace (enables a gold investment option)
Brewery (2 gold per settlement owned)

All of the income-effecting buildings also attract townsfolk across the map. So, if you have a lot of these types of buildings, your town will become more popular over time. Hence- the more of these buildings you have than other players the better you will do.

The townsfolk serve a few purposes:

-They have unique abilities, some can heal, other can repair (I am going to add a few more abilities, all suggestions welcome)
-If they are within a certain range of a settlement, they will add to your gold each tax period.

but watch out... although townsfolk are a major part of achieving victory, the more you have in your towns... the more Rebels, murderers, and (even worse) terriorists will spawn in your towns. The murderers and terrorists are invisable, so you will need some sort of detecting unit (not confirmed yet) to find them and kill them. The rebels and murderers will only attack townsfolk, but terrorists will attack anything that comes in their way. They will dissappear over time, so its unlikely that you have more than a couple at a time in your towns.

New screenshots will be availiable soon.
 
Level 8
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The Marketplace should up the efficiency of other buildings, such as +1 Gold income for each Gold Income producing building.

Then you could make other chains, like the Brewery doubles the Tavarnss income, or something.

You should also make emergencies spawn randomly, like fires, floods, raids, whatever. I mean, imagine people running around on fire screaming. Then you could add an ambient fire sound. Hehehehehe.
 
Level 5
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Oh Dont worry... I am really trying to get some nice ambient sounds out of this... with some great sucess so far. Random hazards will be incorperated. Weathering effects have some hazards such as:

-Lightnight strikes
-Snow Storms

I will have random fires break out on buildings. I don't want too much hazards, or else it will be a battle against nature instead of battle of conquest.

The sounds especially with surround sound and a subwoofer have been astounding- I am hoping to add a whole extra depth to the game.
 
Level 16
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lord what I mean is you don't stick an arrow into a stone wall and call it significant damage. Heck, it would more liekly reinforce it.

Plus, onager sounds cooler :D

And you might want to make some thing in triggering that spawns a random civilian. This civilian could do things like heal, harvest, build, or be called to arms depending on age and gender. For example, women could work in Arboretums and farms to generate food, which could replace gold. And young men are sent to wood, and older men could build and stuff, and all of which could be called to arms.
 
Level 5
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The random civilian spawning... Already got it :). Piercing damage has been modified to do .15 percent damage against enemy buildings. I can't very well eliminate it from the equation all together, becuase then no one would want to make too many archers, and Infantry units would dominate the game.
 
Level 16
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Also, try to be able to build walls, so people no longer have to farm surround their towers, and then maybe a blight sorta thing where you can only build within city bounds, and new cities create new blight, but cities cannot be built next to each other to abuse blight growth. Or something like that
 
Level 5
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Yes I have played dobrp, and there is a reason why it is rarely hosted on Bnet.

Anyway - Here are a few screenies from a test run I had last night. Its comming along pretty nicely- I will admit I stole the wall model file idea from Castle Builder; it is most likely the best model to use it for.

df8.jpg

Here is a nice little sampling of some of the buildings and units that can be built so far. The large building is a Keep, the farms are the Houses, and there are some other buildings which I will most likely describe in the release readme.

2ae.jpg

If you didn't already notice- it's snowing :p.

53a.jpg

This was supposed to be capturing a few male townsfolk auto-reparing a building that was damaged, but instead I got a few women that were being healed by other women. These two townsfolk alone can make your cities pretty self-managable. Just put up some towers around, have some men townsfolk around, and they will repair any attack against you. Just remember all townsfolk cannot be controlled.
 
Level 4
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Nov 22, 2004
Messages
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well, noone knows me, but i rhink this map will be great...

i just have one idea...
can u do the buildings size more realistic? (bigger)

whatever, just hope this comes out fast

good work everybuddy
 
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