Techs

Status
Not open for further replies.
Cathay, Nippon and Ind can have Jinto (same as realworld Shinto)
Araby has thier own personal pantheon, and will kind of be unsuitable as they are the only ones that worship them.
We could 'invent' a new religeon based on the realworld egyptian gods and give it to Araby and Khemri.
 
Psychic_Llamas said:
Cathay, Nippon and Ind can have Jinto (same as realworld Shinto)
Araby has thier own personal pantheon, and will kind of be unsuitable as they are the only ones that worship them.
We could 'invent' a new religeon based on the realworld egyptian gods and give it to Araby and Khemri.

Well first i don't think Jinto is suitable for Ind as India has very few Shinto's. If there is another religion like Hinduism it would be more suitable but then again like Araby it would be the only one. But then again it is the Mughal King Akabar so it could be a religion like Islam as well, and we could use that for Araby and Khemri.
 
The more I think about it...
Maybe we should set up the religions like this
Old Ones
Elven Gods
Dwarven Gods
Gork and Mork
Human Gods(all human religions, diversed by uniquebuildings and Units for each civ)

And two antagonists
Worship of Sigmar
Chaos
 
Hold on, why is Worship of Sigmar an antagonistic religeon?? they aren evil.
I think incorporate Sigmar into the human pantheon and have The Cult of nagash fo vapire counts and Khemri.

Oh, and on the note of Ind: Ind has been ravaged by several religeous civil wars, most notably a civil war where a Chaotic hero discovers that the Indic god is actually a Chaos God, he then converts most of ind to Chaos worship without thier knowing. So ind could be chaos gods also.

I also think that Elven gods, Dwarf Gods, and Human Gods should have better names.
 
OK, I´ll get this thread back on track and start talking about techs again ;)

Here are my suggestions for changes in the techtree (they are needed to get the right gaps between the possibilities to build new units!)

make the following paths:

Hotforging ->(leads to) Light Armour -> Heavy Armour -> Barding-> Military Training

Monarchy (instead of Feudalism, which is too late) -> Militia (instead of Guilds) -> Military Training (so we can give different prereq techs to Militia Units)

Monster Breeding should need Guilds as second prereq to be researched (so we get some time between Monster_I and Monster_II units)

Gunpowder and the whole tree after it should become available via Alchemy (that´s because of Cannons, Frigates and Galleons being available in Age of Discovery and not in the later Mechanical Age)
 
Duke van Frost said:
OK, I´ll get this thread back on track and start talking about techs again ;)

Here are my suggestions for changes in the techtree (they are needed to get the right gaps between the possibilities to build new units!)

make the following paths:

Hotforging ->(leads to) Light Armour -> Heavy Armour -> Barding-> Military Training

Partly agree I will make them additional AND prereqs alright? I don't want them to follow too quick after another.

Monarchy (instead of Feudalism, which is too late) -> Militia (instead of Guilds) -> Military Training (so we can give different prereq techs to Militia Units)

The problem with that is not all civs will have Militia but we could make it an OR Prereq. Your right though I will have to rework some of that I'm not totally happy myself.

Monster Breeding should need Guilds as second prereq to be researched (so we get some time between Monster_I and Monster_II units)

I think we need another tech as bridge for that. But yes there must be a step between. ideas?

Gunpowder and the whole tree after it should become available via Alchemy (that´s because of Cannons, Frigates and Galleons being available in Age of Discovery and not in the later Mechanical Age)
Hell, yes totally forgot about that! I will make Gunpowder availanble earlier and Cannons. Problem is the rest. It would cut the whole last age off if we make the whole lot available earlier.:( Any ideas to have an elegant solution here? Are handguns much earlier in history than rifles or about the same time?
 
I'm not a gun expert, but I think handguns came after muskets.

Cannons and projectile lobbing weapons were used before, again I think.

If you want dates I imagine the wiki would help.
 
I just was thinking of all those pirate movies where besides the swordsfighting I only saw handguns.:D But nevermind I think Rifling should be enough for both Handguns and Rifles. We don't have so many different uint classes in the gunpowderage that we need two techs for them.
The Situation in Ancient and Age of Magic is different though. Especially unorthodox troops like undead need some bridge tech I think. Magic in general. I would be happy to get ideas about that.
 
In my newest patch I did a new techtree with most of the things I stated before and I graphically changed it. If you´re not happy with what I´ve done, you should have enough space to move around techs and add new ones, but I suggest you use this one as a basis.
 
Does the new tech tree push religions back a bit Duke?

I should have time to playtest it tomorrow.
 
Duke van Frost said:
In my newest patch I did a new techtree with most of the things I stated before and I graphically changed it. If you´re not happy with what I´ve done, you should have enough space to move around techs and add new ones, but I suggest you use this one as a basis.
Did you base it on the current techtree in my patch? Since I included most of your propousals there already! And I changed a lot!
 
I can´t dl the patch, it says the zip is broken. And I already had finished it 2 hours before you :coffee:

Sorry for letting you do the work twice :( , but I simply had to change it, so I could decide on which prereqs the Unitclasses should have.

And that´s a sucking nasty work, moving around those techs :crazyeye:
 
Duke van Frost said:
I can´t dl the patch, it says the zip is broken. And I already had finished it 2 hours before you :coffee:

Sorry for letting you do the work twice :( , but I simply had to change it, so I could decide on which prereqs the Unitclasses should have.

And that´s a sucking nasty work, moving around those techs :crazyeye:
???
I get the message server out of bandwith but I get that with Kaels FFH patch as well!
 
Ploeperpengel said:
But nevermind I think Rifling should be enough for both Handguns and Rifles. We don't have so many different uint classes in the gunpowderage that we need two techs for them.
The Situation in Ancient and Age of Magic is different though. Especially unorthodox troops like undead need some bridge tech I think. Magic in general. I would be happy to get ideas about that.

Exactly my thoughts yesterday, let´s remove the handguns tech and only keep Rifling.

I set Necromancy as a prereq for Undead units, I remember they had different grades of Necromancy for the Undead in the civ3 mod, so maybe we could use that system and do another Necromancy tech (we already got two with Necromancy and Spell of Awakening).

I´d also like to get rid of the Shiel tech, I don´t think it´s very usefull at all, because we already got two armour grades.
 
Status
Not open for further replies.
Back
Top Bottom