NoMolester
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Everything posted by NoMolester
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So, you are saying that the current information presented in the game is not definitive and is just a placeholder in most cases that must not be considerd as confirmed information.
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>.< I hadn't noticed it!! *Going inmediatly to play in the editor!!!*
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Is there a marian legionary in the editor?
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How should minifactions (natives) be implemented when done?
NoMolester replied to Unarmed's topic in General Discussion
The point is not if the civilizations were important or advanced by their time, but the amount of work for them to be done. Creating a civilization no matter the historical importance is equally difficult, and making minifations that are as complete as normal factions (and programming the IA for the packable and unpackable tents) would be a lot of work that wouldn't have any sense if the player is not able to play them. You are suggesting minifactions that are as compplex and hard to make as a normal faction, even with its own diplomacy, what would be the point in having these complex almost 100% playable minifactions with all the work if they are not playable by the user, the only thing differenciating them from a normal faction would be that you can't play with them. So, instead of proposing a viable solution for minifactions (less time, less money, less work), you are proposing that some factions would be unplayable, more or less like making the athenians and spartans unplayable and there you go, we have two new civilized minifactions, that makes no sense in game development. Better get rid of the minifactions and make them all full playable than making an almost full playable faction that is unplayable just for the sake of having "minifactions". The problem is that it represents a lot of work and time (and money!) to make a civ so we can't have all secondary civs as complex as a normal faction so we have to think a way of including them in the game without having to make too much work. Your proposal requres almost the same amount of work for a minifaction than for a normal civ. Logic tells us that, if this it requires the same amount of work,better make it a normal faction and have no minifactions at all. Your proposal is like saying, "Hey, instead of minifactions lets just make more normal factions and make them non playable, also, lets program a whole new feature that only non playable factions will have: movable tents". That doesn't solves the problem: How to add more civs with less work. -
How should minifactions (natives) be implemented when done?
NoMolester replied to Unarmed's topic in General Discussion
When converting buildings is implemented, minifactions could be just a set of gaia buildings scattered around the map in small towns (guarded by some minifaction specific units) that need to be converted to your faction for you to train their units. Doesn´t require extra coding (once the converting is done) it doesn´t require extra anything, except for the design of the buildings and guardian units and the random map code that adds them into the scenarios. Make all the minifactions units available for all factions, but the buildings necessary to train them not available; so when you convert the building of a minifaction, their units are already available to you and you can train them, but obviously only from the specific building you just converted (you can't build it, only convert it so the only way you can have that unit is converting the building).. -
The Big Eyecandy Progress List
NoMolester replied to idanwin's topic in Eyecandy, custom projects and misc.
Mightbe marvels like the colossus, the great lighthouse, the library, the temple of zeus, etc... And perhaps mythical marvels, like atlantis, entrance to greek version of hell, etc. -
You could consider these civs if you haven't yet. --Mesopotamia-- Babilonia Sumeria Assiria Kassites --Anatolia-- Hitites Hurrians --Greece-- Cycladics Minoics Miceans --Africa-- Aegypt Nubians --Syria-- Fenicia Amurru
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and 112 proposed civilizations in four different periods.
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I have deleted the Khazar Khaganate from the East slavs and added it to the N. Turkics, deleted the Principality of Smolensk, added the Grand Duchy of Moscow and the Grand Principality of Vladimir-Suzdal. I also changed the Ghaznavids from the persians to the S. Turkics and added the Kakuyid Atabeg to replace the Ghaznavids for the persians. == North Turkics == 1st period: Onoq Khaganate 2nd period: Khazar Khaganate, Pecheneg Khaganate 3rd period: Cuman-Kipchak Confederation 4th period: Khanate of the Golden Horde == South Turkics == 1st period: Göktürk Khaganate 2nd period: Ghaznavid Sultanate 3rd period: Khwarazmian Sultanate, Great Seljuk Sultanate, Rum Sultanate, 4th period: Otoman Sultanate, Mamluk Sultanate 1st period: 476 AD (Fall of Western Roman Empire) - 732 AD (Batttle of Poitiers) 2nd period: 732 AD - 1071 AD (Battle of Manzinkert) 3rd period: 1071 AD - 1272 AD (End of the last cruzade) 4th period: 1272 AD - 1492 AD (Discovery of America) for a total of 15 proposed cultures.
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...And then?
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How should minifactions (natives) be implemented when done?
NoMolester replied to Unarmed's topic in General Discussion
But then why making them "minifactions" better adding them as normal full playable factions in a DLC if they take almost the same amount of work to be done. -
How should minifactions (natives) be implemented when done?
NoMolester replied to Unarmed's topic in General Discussion
AoE3 can't be considered "old school" per se but i know what you mean. -
How should minifactions (natives) be implemented when done?
NoMolester replied to Unarmed's topic in General Discussion
1.- Then what would be the difference between a civlized minifaction and a normal faction? 2.- You would have to program the AI to decide when is convenient to pack or unpack a certain building and where to place it again. 3.- The same than 1 but without diplomacy What about american conquest, they had 1 building an an army around the building, you could destroy them or occupy their building and start creating specific units of that building. Just that instead of 1 building is a town with some eyecandy it can be predefined towns and a main building that you have to occupy in order to have access to that units, you have to defeat the guarding army before. -
Yo quiero hacer un pequeño mod. Es una unidad zombie.
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The Big Eyecandy Progress List
NoMolester replied to idanwin's topic in Eyecandy, custom projects and misc.
Also male villagers (like a female villager with manly voice and male skin) for scenario design purposes. I know this go against the game but they would be standing units not real villagers, i can imagine dozens of cases where you would need standing male villagers or villages populated with villagers but with no soldiers. Perhaps with different tools on their hands, like farmers with hats and hoes, fishermen with nets, blacksmiths with hammers, etc. -
The Big Eyecandy Progress List
NoMolester replied to idanwin's topic in Eyecandy, custom projects and misc.
I propose these eyecandies: Units: -Zombie: Very slow unit with high hp and high attack but no armor. -Skeleton warrior: shield, helmet and sword. -Skeleton archer: helmet, bow. -Skeleton cavarly: helmet, sekeleton horse, sword, shield. -Skeleton pikeman: shield, helmet, pike. -Skeleton captain: shield, helmet, armor and sword. Various: -Devoured corpse. -Lower body part (legs). -Upper body part (head and arms). -Blood stains. -Fire and smoke. Buildings: -Undecaying ruins. -Burned tree. -UFO crash. -Tents. -
I just added the vikings for a total of 13 proposed cultures. ==Nordics== 1st period: Viking tribes 2nd period: Kingdom of Denmark, Kingdom of Norway 3rd period: Kingdom of Sweden, Icelandic Commonwealth, Kingdom of Norway, Kingdom of Denmark 4th period: Kalmar Union
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Hello, the etruscan civilization belongs to the iron age , not to the bronce age, i propose one (or perhaps both ) of the following cultures in the italian peninsula: ==Terramarians:== -They based their society on farming so perhaps a bonus on farms -They put their dead in communal cemeteries so perhaps an unique technology in the temple regarding communal buries -They fortified their settlements so perhaps an iberian like bonus -They were good at pottery so perhaps bonus in carrying stuff to the town center -Their buidings were built over plataforms with 4 posts, 1 in each corner ==Apeninians== -They were sheep pastors and seminomads, so perhaps bonus in animal husbandry and cheaper but weaker buildings made of wood -They had contacts with many other civilizations, so perhaps a visibility bonus and ship bonus -They were good at pottery too I hope this helps to solve the "etruscan problem", they didn't appear until the iron age centuries later The title is wrong too >.< It should be "The ETRUSCANS are wrong..."
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Oh and i forgot nordic peoples, i'll do it later. Where did you hear about the EE4 kickstarter project?
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Hello, well i have got an idea about factions that may even be compatible with other mods like the broncze age mod. You see in the middle ages, in the period between 500- 1500 there were many great civilizations that sometimes didnt interact with each other because some might have been in the early period while others existed in the late period, so how can we add so many civilizations and at the same time make them historically verosimil. For example the umayad dinasty was strong and powerfull and yet they never coexisted at the same time with the holy roman empire but they did with the frankish kingdom. And the umayad dinasty are very similar with the Fatimid dinasty in terms of culture. So, instead of having several civilizations that are almost copy-paste of each other or having civs fighting with civs that dont belong to the same timeframe (like seleucids fighting huns), i developed this idea: Having cultures (like arabs) and every time you change to a new period (From 500-700 to 700-1000, for example) you can choose a "civ" to beome that developed in that period from an array of two or three civs like the gods of age of mithology (like Umayad or Abbasid dinasties), each of one gives you units, technologies, cruzader-jihad orders and even bildings. Heres is an example of what it could be, i had to use my periods because they are, in my humble opinion, more historically acccurate than the official ones in the FAQ of the mod. Periods: 1st period: 476 AD (Fall of Western Roman Empire) - 732 AD (Batttle of Poitiers) 2nd period: 732 AD - 1071 AD (Battle of Manzinkert) 3rd period: 1071 AD - 1272 AD (End of the last cruzade) 4th period: 1272 AD - 1492 AD (Discovery of America) Cultures: ==Sarrasens== 1st period: Rashidun Caliphate 2nd period: Umayad Caliphate, Abbasid Caliphate 3rd period: Fatimid Caliphate, Ayubid Caliphate 4tf period: Mamluk Sultanate, Grand Sharifate of Mecca ==Berbers== 1st period: Berber Desert Tribes 2nd period: Emirate of Córdoba, Aghlabid Emirate 3rd period: Almoravid Hermit Order, Almohade Sultanate 4th period: Marinid Sultanate, Wattasid Sultanate ==Germanics== 1st period: Germanic Nomad Tribes 2nd period: Kingdom of East Francia, Kingdom of Middle Francia 3rd period: County Palatine of the Rhine, Duchy of Saxony, Margraviate of Brandemburg, Kingdom of Bohemia 4th period: Monastic State of the Teutonic Order, Holy Roman Empire, Federation of Switzerland ==Anglosaxons== 1st period: Anglo-Saxon Naval Tribes 2nd period: Kingdom of Mercia, Kingdom of Northumbria 3rd period: Norman Kingdom of England 4th period: Kingdom of England ==Italians== 1st period: Lombard Kingdom 2nd period: Theme of Sicily, Theme of Venice 3rd period: Duchy of Capulia and Calabria, Most Serene Republic of Venice, Lombard League, Republic of Pisa 4th period: Kingdom of Sicily, Most Serene Republic of Venice, Most Serene Republic of Genoa, Most Serene Republic of Florence ==Iberian== 1sr period: Visigoth Kingdom of Toledo 2nd period: Kingdom of Asturias, Kingdom of Pamplona 3rd period: Kingdom of León, Kingdom of Castile, Kingdom of Aragón 4rth period: Kingdom of Portugal, United Kingdom of Castile and León, Kingdom of Aragón ==Bizantine== 1st period: Eastern Roman Empire 2nd period: Isauric Dinasty, Frigian Dinasty, Macedonian Dinasty 3rd period: Komnenos Dinasty, Latin Empire, Empire of Nicaea 4th period: Palaiologos Dinasty, Lantakouzenos Dinasty ==East Slavic== 1st period: Slavic Nomad Tribes 2nd period: Rus Khaganate 3rd period: Kingdom of Poland, Kievan Rus, Grand Principality of Vladimir-Suzdal 4th period: Novgorod Republic, Grand Duchy of Lithuania, Grand Duchy of Moscow, Kingdom of Poland ==South Slavic & Magyars== 1st period: Avar Khaganate 2nd period: Great Moravian Empire, Bulgarian Kingdom 3rd period: Bulgarian Tzardom, Grand Principality of Serbia, Kingdom of Hungary 4th period: Serbian Tzardom, Kingdom of Hungary ==Persian== 1st period: Sassanid Shahnate 2nd period: Saffarid Emirate, Samanid Emirate, Tahirid Emirate 3rd period: Ghurid Sultanate, Kakuyid Atabeg 4th period: Timurid Khanate,Il Khanate ==Frankish== 1st period: Kingdom of the Franks 2nd period: Kingdom of West Francia, Kingdom of High Burgundy, Kingdom of Lower Burgundy 3rd period: Capetian Dinasty of Francia, Kingdom of Arles 4th period: Valois Dinasty of Francia, Kingdom of Burgundy ==Nordics== 1st period: Viking Naval Tribes 2nd period: Kingdom of Denmark, Kingdom of Norway 3rd period: Kingdom of Sweden, Icelandic Commonwealth, Kingdom of Norway, Kingdom of Denmark 4th period: Kalmar Union == North Turkics == 1st period: Onoq Khaganate 2nd period: Khazar Khaganate, Pecheneg Khaganate 3rd period: Cuman-Kipchak Confederation 4th period: Khanate of the Golden Horde == South Turkics == 1st period: Göktürk Khaganate 2nd period: Ghaznavid Sultanate 3rd period: Khwarazmian Sultanate, Great Seljuk Sultanate, Rum Sultanate, 4th period: Otoman Sultanate, Mamluk Sultanate This idea can be done for other mods too that are set in a huge timeline with various civilizations that rised and collapsed during that period.