- Joined
- Mar 27, 2012
- Messages
- 3,232
The Ring of Realms
This is a map that can be played in many many ways.
Basically, you can choose a hero and a companion(also a hero). Then go out to the world to find quests and kill monsters.
The map is full of different towns and villages which contain many different shops. After certain achievements there will be menaces. The first is a basic bandit invasion. Invasions only come from base-related achievements.
It can be played without building a base.
It can be played as a mercenary army.
It can be played as a merchant.
It can be played as a bandit organization.
The techtree is a bit different, as in, you can not choose a race at start. You can develop into other races while not losing your original one(Good example is that after getting a human workhouse(T1 town hall) you can make a tauren worker). However, due to the techtree being so vast, a player will probably not use many races at first. Also because buildings take space and attract bandits.
Current races/factions(and appearance):
Human
Bandit
Tauren
Centaur
Native(Trolls+gnolls, not playable)
Icy race(Tuskarr+ice trolls+some beasts(mammoths)
Dwarven(almost like humans, but tankier, slower and use more machines)
Undead(they get resources from corpses)
Pirate(mixture of races. tuskarr+unbroken as units, undead ships)
Flying race(endgame, as half of the units can't even attack them)
City faction 1
City faction 2
*All units get XP from combat, but only by directly being in the fight. The XP is a set of abilities. Sguire, the most basic warrior, has for instance bash XP and evasion XP.
*Commanders. Commanders are like their corresponding unit, but with doubled power and they have auras. Commander auras can be levelled up, but only with kills(Forcing you to risk losing commanders in fights). Commanders are NOT heroes, so if your max level commander gets killed, then you will have to train a new one from scratch.
*Units don't take food. Thus, to prevent spam, they all have limits.
*There's about 100-500 regions that can be captured around the map. Each region gives 2 house slots. House slots are used for building houses, which give income.
*Each area(multiple regions) has it's own unit type, which can be trained anywhere, but only if you own the region.
Cities are a huge zone of possibilities. Every building in a city can be captured. Upon capturing a building it downgrades to the lowest level(Building slot).
Cities have walls. Cities are extremely powerful, so i got to think up a perk to stop from conquering them in the beginning.
Initially all cities are split into 2 factions.
If a player captures a city, he can build it up to look like whatever race he has. Each race has different advantages over others. (Alternatively, perhaps i should just make there be 4 types of cities, that don't depend on player's race?)
This game is huge, so it would be good if someone could help me.
What i can do(But they take too much time to do everything alone):
Terrain
Mid-grade triggering
AI
Balancing(but i'm slow at it)
What i can not do, but what might be necessary:
Modeling
Texturing
What i always welcome:
*Ideas
*Constructive critique
Current Resources:
UMSWE
Miscdata(85 degree cliffs)
No imported models or textures so far.
Current Progress:
*Terrain:20%
*Techtree:5%
*Triggers:10%
*Balance:25%
*Units and buildings:15%
Screenies to come.
Currently the map is 3.5MB, so there's room for imports.
Current problems/bugs:
Units can walk in deep sea(did customizing pathing cause that?)-FIXED
I'm using too many trees(16k), so editor will lag(While game doesn't). Makes it hard to do anything.
I'll edit this post as often as i get any important ideas(or as often as you tell them).
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