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Prodigal Son

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Everything posted by Prodigal Son

  1. Yeah more or less. It started almost exactly like that, but I've been looking for ways to make it less obvious and a little more diverse and plausible in the setting. For example the last civ started as a depiction of (parts of) nihilist thought and has turned into more and more of a tribal confedaration moved by need for survival and ruled by warrior elites. Kinda depicting the unknown/alien foreigner and the fear of migrations and multiculturalism. I partly give myself the excuse that a largely nihilist society would most likely end up being ruled by some kind of reign of power/terror, but it's also in contrast with ancient tribes who would have some sort of honor/religious morals instead of nihilism. So I'm not yet sure on their background story.
  2. The main reason for this choice is giving me a basis to fit in a lot of critics and satyre on modern society, while using a mostly ancient RTS setting which is more interesting to me. A "what if" scenario on a more specific and historical event wouldn't allow as much freedom. On including the fantasy / steampunk tech I'm not sure yet though.
  3. @elexis Ty, makes sense now. I guess it happened while modding (though that was in another folder) or working on patches/tickets a while back, but I don't remember messing with the specific files in conflict. What I can recall is something similar happening with mod versions from github, not from SVN. Those shouldn't affect the main game files/public mod either.
  4. I'm kinda confused by the terms. Could you explain exactly what patched and (leftover) unrevisioned stand for in this case?
  5. I don't know if it's hard to implement, but I mean that such a function doesn't exist yet. Random Map Gen doesn't handle distances/adjacencies precisely, with gaps and overlaps appearing in uncontrollable fashion.
  6. My previous version was aquired in 2016
  7. Could fix some of the issues but won't work with exactly the desired mechanics. Also, as far as I know/remember random map generation still can't place something like the groves in a way to always make forests (of more than one grove) without pathing gaps.
  8. I just updated my SVN version of the game after quite a while and got this warning:
  9. Still it might be hard to find a right balance between the functionality and visuals on this. I think the way trees are placed randomly doesn't make them have equal spaces so there could still be gaps even with a larger obstruction size. And having too big of an obstruction would make workers appear totally like chopping "in the air".
  10. Hi and welcome @ionut311991 I've tried doing something similar in the past and might attept to finish it at some point. Some of what you suggest is relatively easy to do (it mostly needs learning how to properly edit some game files) while other parts are not currently possible as far as I know. On specifics: I guess you mean impassable forests. No, unless you place it by hand in the editor. In random maps it won't work (yet?). Can't remember very well on this one. Should be possible and not hard but I haven't tried. It's possible and quite easy (just many files to edit). There's one issue though, you wouldn't want to have male and female versions of the same unit like aoe villagers, unless you don't mind them sharing the same voice set or having them voiceless. Possible and easy (again, more tedius than complex).
  11. Yeah my bad, I missed that. Do you also mean another skin will be used? Or just edit the armor?
  12. This game does something similar with it's food system. It also has a lot of interesting ideas for this kind of gameplay.
  13. Perhaps the back leg armor could be wrapped a bit better? You could also add some straps/chains to hold the tower.
  14. Maybe you could make it a little darker overall, or with stronger shadows, to match other background screens. Also flying/falling leaves could make more sense as automn-coloured ones.
  15. Btw I can see how this can be regarded as edgy and causing trouble for the community, so while I'm fully against censorship and for thought provoking messages/discussions, I won't complain if asked to remove it.
  16. The Scorch "We are in the late antiquity or early dark ages of an alternative universe. The Roman Empire (or rather, it's equivalent) was still expanding, while experiencing a relatively peaceful transition to monotheism. Philoshophical and scientific schools have progressed largely untouched by religious dogma, leading to great advances in knowledge and technology. That was until the past couple of decades, when a series of cataclysmic events, including natural disasters, climate change and a so-called barbarian invasion, reshaped the landscape to a largely barren scenery, while killing huge portions of the population and threatening all people of the known world with extinction. Superstition and hopelessness are on the rise, while tensions between the monotheistic majority and the pagan and secular minorities, as well as between the upper and the lower classes have never been higher in recorded history. The old world is divided in new factions, with current clashes and revolts bound to become large scale wars for survival and control of the remaining natural resources." This is a synopsis of the back story of a strategy game concept I'm developing, on and off, for some years now. It's ment to be social commentary and satyre as much as an RTS game. I've been thinking of using 0 A.D. or Warcraft 3 as the basis for it. The former would give increased gameplay flexibility and a more authentic setting, while the later ease of work and models for the inclusion of a variety of units (steampunkish airships/drones/vehicles and possibly even fantasy/magic). I'll propably not work on this for a while, but feedback and brainstorming is welcome, as well as suggestions for possile 0 A.D. building sets for the factions if the game is chosen. Short descriptions of the four factions/civs follow. Order: "The remnants of the old imperial state are rapidly turning into a much harsher totalitarian regime, of the religious variant, largely controlled through the influence of the Church Of Light. The majority of the population follows, willingly or not, providing the numbers of it's levy armies, along a small core of knightly imperial guards and elite church funded-zealots. Cheap propaganda, spoken to great effect by his holyness, the Minister Of Truth, demonizes whoever is living on the other side of the borders and promises rewards for the honorable and loyal servants of church and state, in this or the next life. The young ambitious emperor is currently little more than a glorified warlord, bound to prove his worth in military success, see what's left of his empire replaced by a complete theocracy or worse; face annihilation." Possible units: Greed: "A number of weathly merchants, landlords, provincial governors and other oligarchs have formed a shady (and possibly loose) alliance backing a claimant to the throne, which controls most of the few remaining valuable lands and a majority of the former imperial armies. Bolstered by mercenary soldiers and scholars, their force is a numerous as well as technologically advanced one. Their espionage, propaganda and provocazia methods are second to none, with their full potential largely unknown to outsiders, making this cunning faction the most likely candit for ruined world domination." Possible units: Freedom: "In the power vacuum caused by the retreat of imperial troops, a number of minor provinces have claimed independance. In some cases there are efforts of horizontal self-governance by the people, backed by some renegade philoshopers and inventors who refused Greed's gold and escaped Order's persecution, as attempts to survive the new conditions through cooperation rather than face oppression. Their raids on oligarch properties along their religious freedom often get them labeled as criminals, terrorists or devil worshipers." Possible units: Chaos: "Forced to migrate by the events of The Scorch, tribes of steppe riders have approached from the far northeast. Unified with clans living on the imperial border through conflict, marriage or blood oath, they marched towards the weakened empire in hopes of settling in what they hoped to be greener pastures. Since their entrance was forbidden, they have defeated several imperial armies during what has so far proved to be a desperate march against time and arid land. Regarded as barbarians, they have been largely fended off the strongholds guarding most of the few still fertile lands, while a number of them has found employment as mercenaries in Greed's armies". Possible units:
  17. Tried it but it lags a lot on the old laptop I'm currently using. Seems to be a bit more advanced than the last time I came across it, playable as a mini-game/mode, but far from done. Could end up a fine game though.
  18. I'll keep repeating myself, but such suggestions would only fit in if the rest of the gameplay is build around advanced combat mechanics and not the classic RTS style. That said, the idea of merging things like ammunition, stamina, morale etc is an interesting one from a gameplay perspective, in order not to overwealm players with many changing stats to manage for each unit. On the other hand it might be a bit hard give it a good name and not having it appear unrealistic. Edit: On second thought something like "supplies" could work. Similarly, the terrain ideas would need many game mechanics (and map design) to change.
  19. https://fumanchuband.bandcamp.com/track/il-mostro-atomico 18 minute song from the latest Fu Manchu album (Feat Rush's guitarist). Nice build up and rarely good for present day rock. + New Propagandhi
  20. Their historicity so far seems pretty terrible (for example see byzantine namings being purely greek and largely taken from ancient units). I can accept the graffics and see elements of EA gameplay as rather interesting though (like the way they deal with mongol packable structures).
  21. Yeah one of my favorites as well, it kept the core feeling of the game visuals which I liked, while adding more historicity and nice features. EB was great as well with it's extreme detail, but ctd-ed much and at times it's city building was too tedious to manage. RS II looked great but I disliked much of it's gameplay choices. I've probably played like 20+ RTW mods overall. EB II for MTW II is shaping up pretty nicely. Favourite TW game being RTW overall, I'd love the return of the simple STW/MTW campaign system. It prevented all those pointless time consuming 2v15 unit battles you were forced to play (or autoresolve for high casualties) in later games of the series.
  22. That would be interesting indeed. TW arena approach isn't bad either, I'm just not too happy with modern total war games.
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