Turnbased RPG Questable?!?

Thanx to seZereth. I will definately want for your input.

@SoCalian: XML would definatley help, because there's a lot of text and paths and that sort of stuff that need changing (nothing I couldn't knock out in a week, if I stopped working, eating, and sleeping.)

I shall now go around getting buttons. There should be somewhere around, hmmm, lets see:
2, 4, 6... 186 buttons.

Oh, and yes, I'm still alive.
 
ok, seems like u got a start ;) i had the idea to create a shapeshifter-hero or unit :crazyeye: which can switch from human to wolf or bear shape, giving him different boni. it will be simple, but effective, perhaps i will post him in 2 days, (got a test in university tomorrow)

so try to trap a python scripter and tie him to a PC, so he will work for u full time. but dont forget to feed him ;)
 
will do.

Shapeshifting. I knew that was the magic I was missing. hello new civic type. Now, back to the buttons.
 
nice, looks like u get more support than u thought :) but without someone cappable of scripting python we wont get so far ;)

here is a hero and some of his men for the mod
attachment.php


attachment.php


if u like my style, tell me some things to do, i found out that skinning is kinda fun :)

but like said above, need a python man to come up with effects, like a fireball or a explosion when attacking with a spell.
 
Sezereth,
your style to me is like pie. It's full of wonderful surprises. And, who doesn't like pie?
 
Ok, I have this at the moment for The Team:

Sezereth- Unit skinner/ Idea Spawner/ Gameplay Designer
SoCalian- XML dude (the dudeliest)
Rabbit,White- Buttonmaker/ Artist
m0ecraft- Idea Spawner/ Soon-to-be python scripter
TheNewSaint- Me. I can do whatever needs doing that I can do.

If your interested in joining, I think we have a place for a terrain artist, sound guy, and many others. If you can do XML or Python, I'm sure we could get rid of SoCalian or m0ecraft (just kidding guys).
 
I don't know if it is this way, but it sounds to me like I'm placing limit on what people are allowed t odo. If you want to join the mod team, just ask, and I will sprinkle magic fairy powder everywhere and you will be on the mod team.


For those helping with scenario design (all you unofficials out there) I am thinking that you will only be allowed to have 2 UNITS IN ANY TILE at one point, and collateral damage will be such that the second unit may badly injured. This mod is going to be tactical, not strategical. So, bottlenecks, hilltops, caves that go underneath a horde of orcs... Ideas people...
 
ok, so I've been busy, but i swear i'll get on it. BTW, what kind of values do you want for the promotions?
 
ive had another small idea, just for a tacticle scope, we could use the bonus resource stone, for a terrainpiece, which will give you cover against missile attacks (and perhaps cavalry) ;)

Ok, will try tobeat out my formations modification, to have more time for helping you with your mod ;)
 
Actually, I like your formations, so If you keep working on it, the nmaybe I can use them for this mod. Keep working, cause if you imagine all the people your hero cuts through... I'm thinking about making invisible sprites for the heroes, so that the hero can be attacked by mulitple sprites at once (if possible).
 
school this year is prety much a joke, it's like 2 days of work a month, the bigger problem is only being able to acces my dad's computer 2 days a week.
 
Tactical resources/terrain are now in!!! I have done nothing but add that to the "Ideas" list, but they are definately in.

I'm thinking... can terrain resources go in front of units... hmmm. Perhaps an action called "cover" that allows you to take shelter, but you lose defense against melee (could be done with some modification to fortify to provide
- defense%), or a "run" action, where you gain 2 movement, but you can only go in a straight line, and if you turn, you lose all movement points (after moving into the square). Is it possible to code in a time limit on each turn, like hotseat? Perhaps also an AI malfunction, like

"Under condition AB1G, AI has
70% chance of doing it right,
25% of doing it wrong,
5% chance of doing it extremely wrong (attacking own men.)"

Perhaps being under trained in something adds to the chance of messing up....

That's just teaser. So I leave you with one word.

Equipment.
 
Got some great ideas ther- this could be an awesome mod, but don't expect anything big soon- it's a huge undertaking.
 
got another reskin of the swordsman done, have a look, its at the warlords mod (see my signature). I love the tactical ideas(as one came from me;) ), but we definitely need a (python?!)modder to implement these !!! so go out and gather more staff ;)
I mean, look, we got awesome buttons, some fearsome heros and a bundle of grea ideas!
cant wait to get my skins on some new models, now that 3dsmax plugin is out.
 
Great news guys, m0ecraft is making unit models for us!!! And, after a very nice brainstorming session, I think that we pretty muc hhave the intire idea for the game fleshed out. Now we just gotta do it! I am trying to learn python (again), but it's not looking good... Anyway, new models means completely new units

Can you say AIRSHIP?

So we still need a person completely devoted to python (don't worry, mt plan is taking effect, and it shouldn't be long now... ;) )
 
sounds great! cant wait to get my fingers on new models! dont really know if i can skin a model completely new from ground up, but as newsaint tries to learn python, i wont be scared off by anything related to new models ;)

would be nice to get hands on models which have this style:
 
Yes! I know how to make castle wall scenarios!

Like this, you have the wall terrain, and you dont need a moat! For all tiles inside the wall terrain and all the wall terrain tiles, you set them in python as under list "enter wall" Then you take the wall terrain and make it impassable unless roaded. Then you take all the squares in the list and say (in people, not python):

If a unit is on this square, then it's next move may be on any terrain (including impassable). Now, special units, called ladder men, can walk up to the wall and place a "road" with the graphic of a ladder, and then the terrain is no longer impassable from anywhere. You can tip the ladder by pillaging it, so you are safe again. Only foot units can move up the "road" I think also when on a wall, you must be on a tile with the "road" improvement in order to move to any tile not in the "enter wall" list. (unless you feel like jumping off a wall). I have thought of a new concept for walls. Rather than being one tile, they can (and will) be two (or three, or more). Like this:

Two Tiles....-M
..............-M.ll
M.M.M.M.M.ll........Tile 1
lll.llll.llll.llll.lll...........Tile 2

or

Three.........-M
..............-M.ll
M.M.M.M.M.ll.ll.....Tile 1
lll.llll.llll.llll.lll.ll........Tile 2
lll.llll.llll.llll.lll...........Tile 3

You can only move on M, and when you "build" a ladder, all the lll's in a line have it built on them. I think I will need multiple graphics of walls for this one. One set for being inside the wall looking out, and one for being outside the wall looking in. If that doesn't make sense I can always try to send You a save game of what I mean (from the editor)
 
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