"Fire" Developer Diary

Great, so that means more disproportionatly large warriors and recolored workers among other things? Oh well, at least the turtle and the dwarven chariots look pretty cool!

I added a new screenshot to the first post. We will have temporary art in the first version, but I think you will find a few cool things too (art by Ploeperpengel).
 
Oh, joy. That model will have me going "Blood for the blood god!" whenever I spot Hyborem...
 
Sheeps are imba!
 
What's that pentacle promotion on the nightmare?

I think it's the "summoned" promotion. It's already present in the game.
 
They are usable. We will need playtest feedback before we start to really mess with the tiles. Since they kill all of the forests their is a significant health drop when hell terrain moves into your area.

Maybe adding deadwood would be cool :p.
 
Hey, I'm quot'dddd. Sweeet:D

You'll get over it, the chicks and limo's get empty - leave a hole inside of you. Your family disowns you, you question your sexuality, start becoming a recluse and punching paparazi - eventually you bottle your own urine and insist that others fly on the "spruce moose".

It's a hell of a life. Welcome brother.
-Qes
 
Oh, and how do you explain sheep surviving on hell terrain? :D

Eventually we want some of the normal resources to convert to hell resources when the terrian flips, but that wont be in the first version.
 
Just out of curiousity, is the ratio for the hell counter when a city is razed 1:1? I mean, if you raze a size 13 city, does it go up 13? That could make life really suck for a scorched earth civ..

and are the Infernals defeated if Hyborem dies?
 
@Kael

You said you wanted more midgame/late game exploration

There was an idea that I risk necormancing but may help now that you've commited to how hell is implemented - perhaps it could be bagged for shadow.. but...

Why not introduce several more types of lands. Specifically lands that can neither be worked (until X technology) nor even moved on/through (until X technology)

Resultingly, you could allow the scout line of units to have access to this normally inaccessable terrain. This would allow spots on the map that would be essentially permanently wild. Barbarians and monsters and the like would rule the lands (for of course, they are allowed to travel anywhere) inbetween.

I essentially argue that there ought to be a "wild" version of each type of landscape. Much like how you have "hell" terrain - only this would be merely average terrain meant to slow expansion. - It should as easily convert to hell terrain as anythign else.

Example Wild versions and differences:
Spoiler :

All of these are unavaialble to either work, or move on/across until some type of exploritory tech (perhaps tying each type of land to a type of tech) is researched.
Varient Features also need their appropriate accesibility technology - so if a land has both a variant base and a variant feature, one would require both techs to move on it with non-scout units.

Desert -> Wastelands [land that looks cracked and chapped and dry] (Double the penalties of deserts, and +2 movement to cross it)

Ice -> Voidlands [Ice that is completely black] (units not immune to cold, suffer 50% damage of their current str, while in Voidlands)

Tundra -> Deadlands [Blackish Tundra] (less likely to have features, or resources)

Plains -> Ferral Plains [Redish/Black Plains] (more likely to have resources)

Grassland -> Marshlands [Spotty Bluish Grasslands] (more likely to have resources, also counts as crossing water if attacking to, or from this type of land)

Forest -> Darkwood [Black/blue Forest, look haunted] (More likely to have resources)

Jungle -> Livinglands [Red/Yellow Jungle, look infested] (any non-barbarian unit has a small chance of instnatly dying when moving in/across this type of land - the land "eats" the unit, roads may not be built through this land) Perhaps a promotion should alleviate this chance.

Hills -> Crags [Cracked Looking Hills, red and perhaps blackish in color] (Costs twice as much to move through, roads cannot be built on it until some advanced engeinnering type technology. More likely to have resources. Only roads and mines can be built on crags.)

In all cases of map generation - these lands should clump together. Patches may be interesting - but generally this is meant to be swaths of land that seperate nations, and allow barbarians to constantly threaten the fronteirs of empires.


Just an idea to extend exploration. I should mention that by nature, the implementation of anything like this would increase the value of ocean and sea squares - as it may become the only method of trade to other nations for some, and at the very least a more convienent mode of transportation for units.

-Qes

EDIT: @ Everyone. Oh, and I think that the sheep from hell SHOULD be Sheepzor. But they'll need a cosmetic makeover to make 'em look more "steely". Also Hell Bovine would be a welcome add. Perhaps Kung Fu Deer and Angry Beavers and Flatuant Pigs for other hell resource adjustments.
 
I like the idea. In alpha centauri, there were special places on the planet, that were generated into the map, like plateau with high energy yields or circle of obelisks.

This would be nice to implement together with quests in the later parts. You get a new tech, you can go to the darkwood, where there is dark druid/crazy witch/black knight (the monty python one ;)) - think out a story by yourselves, all quest stuff in more dangerous terrains.

btw http://www.youtube.com/watch?v=2eMkth8FWno
 
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