wowgetoffyourcellphone Posted September 11, 2022 Report Share Posted September 11, 2022 3 minutes ago, LetswaveaBook said: What I really experienced as positive about the AoE2 community on voobly, is that how easy it was to play with modded settings. If someone felt that there was a better way to generate the map, they would install the map and people joining the lobby would automatically download it and be able to play on it. Yep, this is very desirable. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 11, 2022 Report Share Posted September 11, 2022 1 hour ago, real_tabasco_sauce said: another suggestion: add some boars to 1 or 2 mainland biomes. Some biomes just have deer. Yeah, biomes need extended to make them allow for more stuff like this. It is a WIP tho. 1 1 Quote Link to comment Share on other sites More sharing options...
smiley Posted September 11, 2022 Report Share Posted September 11, 2022 Also taking suggestions on how best to define biomes. Would biome definitions similar to how we define our templates be better? How much information should be natively supported. (As in you define them and it works, no script changes needed) Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that? It would be better if the target state is known before commiting to something. 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted September 11, 2022 Report Share Posted September 11, 2022 (edited) 2 hours ago, smiley said: Also taking suggestions on how best to define biomes. Would biome definitions similar to how we define our templates be better? How much information should be natively supported. (As in you define them and it works, no script changes needed) Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that? It would be better if the target state is known before commiting to something. I would say biomes should effect flora, fauna and conditions as you mentioned like frozen lakes. I don’t think the biome should effect terrain generation all that much. Major differences in terrain should be a separate map script: for example, aside from mainland, you could have “foothills” - a mainland style random map but with elevation as a focus. This would then have its own biomes, desert, snowy, alpine, etc. basically the map should have some core features, lake, river, mountain etc and the biomes can change how these look (frozen lake, dried up river for example). I think the “unknown” maps go in this direction somewhat, and I would love to have a few more of these style of maps! Edited September 11, 2022 by real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted September 11, 2022 Report Share Posted September 11, 2022 I think I would like to see some gameplay oriented random maps that play as easily as mainland, but have interesting features that can influence gameplay. There were some maps like this in the BadMod from @badosu if I recall correctly. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 12, 2022 Report Share Posted September 12, 2022 21 hours ago, smiley said: Also taking suggestions on how best to define biomes. Would biome definitions similar to how we define our templates be better? How much information should be natively supported. (As in you define them and it works, no script changes needed) Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that? It would be better if the target state is known before commiting to something. with that you could define or put cultures on the maps and other PvE things. Like mercenary camps. It would be random to define the culture according to the biome, but surely you would not expect to see Egyptians in Nordic climates. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 12, 2022 Report Share Posted September 12, 2022 21 hours ago, smiley said: Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that? These factors are defined by the season. others with geographical accidents and others with several of these. Think of the Danube or the Mississippi. What defines them? Both must be dangerous in spring or fall. In tropical climate there are only 2 factors temperate rainy and dry season. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted September 16, 2022 Report Share Posted September 16, 2022 I know this is probably very difficult to simulate, but wouldn't it be awesome to add a burning animation to buildings when they are taking fire damage. The size could scale with the damage rate of the fire. 1 Quote Link to comment Share on other sites More sharing options...
Pepre Posted October 27, 2022 Report Share Posted October 27, 2022 (edited) Quote I know this is probably very difficult to simulate, but wouldn't it be awesome to add a burning animation to buildings when they are taking fire damage. The size could scale with the damage rate of the fire. Large smoke too. Edited October 27, 2022 by Pepre Quote Link to comment Share on other sites More sharing options...
GrimPixel Posted October 31, 2022 Report Share Posted October 31, 2022 I wonder why there are no buildable bridges. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 31, 2022 Report Share Posted October 31, 2022 (edited) 1 hour ago, GrimPixel said: I wonder why there are no buildable bridges. We don't have the passable buildings feature yet. they also called flattering terrain. Another thing is that the 3D structures were walkable meshes. Edited October 31, 2022 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 31, 2022 Report Share Posted October 31, 2022 16 minutes ago, Lion.Kanzen said: We don't have the passable buildings feature yet. they also called flattering terrain. Another thing is that the 3D structures were walkable meshes. Seeing units fighting on the steps of a temple or over a bridge would be epic, eh? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 31, 2022 Report Share Posted October 31, 2022 (edited) 2 minutes ago, wowgetoffyourcellphone said: Seeing units fighting on the steps of a temple or over a bridge would be epic, eh? I would more like to see battles over ; the boats or the walls. It would be interesting. Edited October 31, 2022 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
GrimPixel Posted November 1, 2022 Report Share Posted November 1, 2022 (edited) Bring the effects of geographical features to production? E.g. as for the production rate of fields, fertile land and rivers increase it, while barren land and desert decrease it; as for the prices in corral and stable, grassland decreases them, desert increases them. In addition, weather system? E.g. Rainy weather decreases moving speed and projectile accuracy, foggy weather decreases unit sights and projectile accuracy, sandstorm weather decreases unit sights, moving speed, projectile accuracy as well as all productions. Edited November 1, 2022 by GrimPixel 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted November 2, 2022 Report Share Posted November 2, 2022 On 16/09/2022 at 8:34 PM, real_tabasco_sauce said: I know this is probably very difficult to simulate, but wouldn't it be awesome to add a burning animation to buildings when they are taking fire damage. The size could scale with the damage rate of the fire. During building of a forge, it shows flames. Maybe such an effect could be shown for buildings when under fire attack. Am I right that the flames gfx need be part of the building gfx, or could they be added on top (without looking ugly)? Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 12, 2022 Report Share Posted November 12, 2022 On 02/11/2022 at 8:28 AM, Ceres said: During building of a forge, it shows flames. Maybe such an effect could be shown for buildings when under fire attack. Am I right that the flames gfx need be part of the building gfx, or could they be added on top (without looking ugly)? They'd need to be added to every single building manually in blender. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 12, 2022 Report Share Posted November 12, 2022 1 hour ago, Stan` said: They'd need to be added to every single building manually in blender. Hmm depends how precise and nice we want it to look. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted November 13, 2022 Report Share Posted November 13, 2022 Do you think that if separate, it could look nice enough? Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 13, 2022 Report Share Posted November 13, 2022 22 minutes ago, Ceres said: Do you think that if separate, it could look nice enough? Given the variety of building sizes it could be complicated 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted November 13, 2022 Report Share Posted November 13, 2022 (edited) Would a better alternative be to add fire to the building destruction animation? Like some smoldering fires in the "rubble" after destruction? Edited November 13, 2022 by real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 13, 2022 Report Share Posted November 13, 2022 49 minutes ago, real_tabasco_sauce said: Would a better alternative be to add fire to the building destruction animation? Like some smoldering fires in the "rubble" after destruction? Kind of defeats the purpose of showing current damage. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted November 13, 2022 Report Share Posted November 13, 2022 7 minutes ago, wowgetoffyourcellphone said: Kind of defeats the purpose of showing current damage. Oh, my mistake. Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted November 14, 2022 Report Share Posted November 14, 2022 It would be nice if ping in lobby could be heard while you are in game. Quote Link to comment Share on other sites More sharing options...
Dakara Posted November 15, 2022 Report Share Posted November 15, 2022 On 14/11/2022 at 4:50 AM, chrstgtr said: It would be nice if ping in lobby could be heard while you are in game. it already the case no? Quote Link to comment Share on other sites More sharing options...
1F409 Posted November 16, 2022 Report Share Posted November 16, 2022 In case this hasn't been suggested previously... Add a border to each map, wherein the landscape fades to black with distance. The effects of moving a unit there could vary. One possibility is that the nebulous zone would quietly, but very slowly, transport units to a different point on the periphery (a la trekking through the wilderness, or through foreign lands). Another possibility would be to send units permanently away, for use in subsequent maps of a campaign. Quote Link to comment Share on other sites More sharing options...
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