- Joined
- Jun 15, 2008
- Messages
- 677
You raised an interesting point. You're right that it s really long to do, but mostly the terrain, not the triggering: if you check my other maps, you'll see that they all have diplomacy/complex economic and trade systems. I am used to that and can also recover my previous triggers (especially diplomacy).But after reading your gameplay features it is also clear that this is an Infinite project,
which honestly looks incredible hard to finish as a single person, but that's just my guess.
DoneAnother thought that I had was: Can you show us something about the unit models?
Well, the good thing about this period (Hellenistic period) is that there are greeks everywhere (greece, anatolia, egypt, middle east) so I can re use some models; but I may not. By altering some models they will look the same but not quite and it will do.To achieve a good Rome:Total War, it would be cool to have unique unit models for every faction.
Or are you planning to use just 3-4 different types?
For now, even though I imported stuff I haven t used yet (or may never do), I'm goodWe also gotta talk about Map-Size then,
since there already seem to be a lot of textures and models in it.
Yes I can reduce the size of the flags and it's true that there's already a visual thing that shows the owner : the color of the city name; but I think it's important to have a model indicating towns so people have to target to point with there armies (attack, garrison etc...)First of all, the detail of the cities is absolutely amazing! I also admire, how you managed to balance this with functionality by simply using city dummies. I think, that the flags somehow interfere in a bad way with this atmospheric landscape ... Maybe making them a bit smaller would be better?
Well; I "stole" it from an other map so I can't post it unfortunately...Next, I wanted to say, that this cooldown UI, you implemented, is very comfortable and eye pleasing in the same time. Very easy to catch the progress in the heat of the battle I guess(You might publish this one on the hive even, as I read numerous posts about something like this ..)
Yep; I am also working on a custom minimap to "hide" the battlefields.I dont know, if you planned to use Black Mask later on in the game? Allthough, I am almost sure, you wanted to implement something like this anyway.
Well, the problem that I had when I wanted to have changes with cities and their buildings is that there's almost no interaction possible with doodads with that shitty Editor (mainly destructibles which cannot be placed wherever you want). Right now, i am adding recognizable stuff on the map so that people know that there is ressources in some regions (iron mines, olive press etc)As I am a big fan of world interaction in video games, I would suggest, that you think of implementing visible changes in the cities for their upgrades. Nothing really special, but maybe include sheep running around the village, once you upgraded "herding ground". Or may it be a steaming factory, once you upgraded olive farms or something like this. It would increase immersion a lot![]()
Thanks ! I am having great fun !Have fun making this![]()
Well, thing is these are to be generic towns so I cannot truly personalize them. Although I can had stuff like theaters and palaces.Also, when I was playing the units in the roman city, I thought it would be absolutely amazing, if there was one building per nation, that you could enter. Like the colosseum in rome ...
Thaaanks a lot ! It's a real pleasure to have feedback !
But it gave me the idea of changing the terrain around cities with Farm tiles when they're built.
Yep; I am also working on a custom minimap to "hide" the battlefields.
but I think it's important to have a model indicating towns so people have to target to point with there armies (attack, garrison etc...)
I unfortunately don't have recognizable building models for each production building... but that would be a good idea!Actually, stuff like that is what I meant by "interaction". Sry, I did not express myself correctly.
I also know that there is almost no interaction with doodas possible, but I just meant as you said recognizable stuff like these things you are planning. Also, I thought, you could simply create a locust-, hidden-, special building next to each city, that is shown upon completed research. E.g. an olive oil factory near southern roman cities. Stuff like that. It just popped up in my mind when I was exploring and thought "this would make it perfect"![]()
Yep ! That's the plan !You could also think of creating black masks for each player on map init on the different little regions and disable it for specific players that should be allowed to see a certain subset of your map and enable the black mask later to cover it again.
No need to apologizeI defenitley like these flags, I just thought, they were too big. But as I do not have the future gameplay in mind, it is probably too early to judge this from my perspective. Sry![]()
It's done !Can you update your pre alpha map so we can see how is work going on ?)
Yep these are planned for the next version(s) : )Surely needs more nations to play out properly and give further feedback. Make it at least 2v2 playable i'd say. I have found no bugs so far, just give some f9 info for ingame commands (how to reset camera?).
Yes this is something I need to work on. For now you should actually only use attack-click moves to attack. What I'll probably do is that if the selected regiment is melee, it will give this move-attack order at the position of the target; and if it is ranged, each unit will receive the order to attack a random unit of the targeted regiment (otherwise, you cannot target specific regiment with attack-move, only the closest).right click and attack button doesn't work in most cases, the regiment doesn't react
Well, that's something I added to prevent "unit lag" : if you give the same order to many regiments at the same time (i.e to possibly a hundred units), Warcraft 3 doesn't handle it nicely and the units will seem to be "lagging" (and break regiment formation)
- selection of multiple regiments in the same time is impossible (except if you're fast enough ^^)
Woops ^^ that's the kind of stuff that wouldn't have come to mind. Thanks for reportingit is possible to attack ships with a landed flag bearer. And impossible to end the battle, quite annoying but I guess very easy to fix
Ow, I guess it's due to the size of the destructibles. It will be hard to prevent it. (and unfortunately, this is not Carthago, just a generic coastal walled mediterranean (a texture glitch on the walls of Carthago (the texture was clipping)
Aha woops ^^ Love the meme. (it's just one of the test units that I have to remove each time I save a playable map)And last thing : you've forget to remove one Lybian fighter on one of the battle fields
Sorry to disappoint you ^^Or perhaps a portrayal of how singled out and forsakened individuals must've felt in the grand scheme of massive battles and progressively so in wars which lasted for centuries.