Modding Report #21
Go to page 1, 2, 3, 4, 5, 6  Next
 
   Forum Index -> News
View previous topic :: View next topic  
Author Message
Tilanus Commodor
NE Commander
NE Commander


Joined: 03 Apr 2007
Posts: 5079
Location: Berlin, Germany

PostPosted: Tue May 28, 2013 12:12 am    Post subject: Modding Report #21

Grrrreeetings my dear friends of historical entertainment! Mr. Green

Welcome to another report about the ups and downs, backs and forths of an AoE3 mod, called 'Napoleonic Era' (yes yes, some of you might remember!)

It's an honour for me to be here today/tonight! (omg! lol) I hope you guys enjoy the summer sun, because I've had few time for this sort of delight (but now we have rain, so nevermind). I'm in the final phase of my game design study and it'll hopefully fruit with a bachelor of science at the end of august (or was it september?).

Since this paragraph is traditionally used for excuses *why* I didn't report back for so long and couldn't do much, I'll conciously prolong/continue this tradition by saying:
Spoiler:

Sorry.



No matter though, how much time I didn't have, important steps and progress have been made. Let me tell you!


________________________________________________________________________
GENERAL ANNOUNCEMENT


  1. There'll be a new patch called NE 2.2! Hooray! Hooray! ^^

    It'll be mainly an improved NE 2 with all benefits from 7.1, the AI fixes by motter28128 & kangcliff plus a new installer from Da Bozz, that'll also work with your Steam directory. While technically seen NE 2.2 is a new version, it'll mainly fix bugs. Depending on when that installer is done, there might also be some extra content in that patch. And if there's not, then it'll be in the next patch.

    These extras are goodies, which can be anything from models, icons to textures, but there won't be any great changes to the game mechanics or civs themselves. I will leave those untouched and commit my evil changes to NE 3.

    Now you're probably gonna say: "Hell yeah! This is cool! When does it come out?" - Ha-ha. Youknowtheanswer.
    Spoiler:

    When it's done! Devil lol


    ________________________________________
    And now let's go on with news for NE 3.0
    Population


  2. I created a RM registry for all NE maps. In that overview I can add outstanding issues or ideas. I also made it to see which NE versions contain which RMs.

  3. I elaborated the ideas on new game modes / map types for NE. I'm just seeking out new possibilities right now, so that's not a final thing yet. (:

  4. The AI patch by kangcliff has reached version 4.0.1! You can download it here. However, note that your game becomes fully English, if you install the patch!

  5. I, Da Bozz and SAOL will write a new version of NE FAQ, that will be available as well online as offline as a file.

  6. NE will have new age names. Since NE is a really historical accurate mod now, there's no reason to be afraid of using year dates. So, the first age could be indeed called the 16th century, the next 17th century and so on. This could be even more accurate in the style of displaying 1555-1600 or alike in the text field on top in the game. That decision's still left though!

  7. I've been doing some tests with the range of melee attacks to realize differences between swords and lances, but the results didn't satisfy me yet.

  8. Due to a really long time of inactivity our AI scripter Zephyr_Arsland is no longer part of the team. We're looking for a new AI scripter!

  9. Da Bozz is developing a tool that will be called "Congress of Vienna". More information on the tool's functionality will be released at a later point in time.

  10. I've been looking up some classical music and free recordings in particular for the new NE playlist.

  11. text, text, text, TEXTURES!

    • Veteran Chevauleger (regular)
      Finished.



    • Guard Pikeman (regular)
      Sketch.



    • Qrsan & Clansman (Barbary Pirates & Scots)
      Finished.



  12. The idea to have European consulates has been dropped. That means, there will be no civs with the Import resource. There are two great reasons for that: a) The import resource is harder and ugly to balance, b) to allow other civs using an originally "asian civs" feature, civs like Swiss, Italians, Dutch or Germans - who were meant to have a consulate & import resource - would technically need to be converted into an Asian civ and the AI handles Asian civs differently than others, which would cause a lot of extra work to change.

    Therefore the consulate feature needs to be reworked for the affected civs.

  13. Me, Ca Putt & DKBadReputation were and are working on new concepts for Politicians, Mercenaries, Homecities, Revolutions, Militia troops, Natives and Artillery.



    1. Politicians: I already posted in Modding Report #18 about it. We decided for a mix of the generic and unique system. Principally we'll use a more generic system with lots of different types of persons (i.e. stuff like "The Bishop" or "The Tycoon"), so business as usual.
      However, we will increase the amount of politicians per age AND rework their effects so that they play a more important role for player strategies.

      Nonetheless, there'll also be some unique politicians. So, the British could get a Royalist politician or a Wigh politician, who will have civ-dependent effects based on their historical role. You can count with 3-4 politicians per age and within each civ 20-25% of all politicians may be unique.


    2. Mercenaries: Generally Mercs will become specialist units with slightly better base stats than regular units and usually excel them in their boni. Further:

      • Mercs get age-bound stats, that means their stats are designed for a usage in only particular ages. It'll be unlikely that an age 2 mercenary will continue to be a serious threat in age 4.

      • Since the power of single mercs has been notably decreased, they also become cheaper and will be sold in larger numbers. Hence most mercs will be sold in groups of 5 to 10 units.

      • Hitherto Mercs always cost only a high amount of gold. They will now cost a medium to high amount of any resource type, which can be food, gold OR wood. It's always one resource.
        This creates barriers between different types of mercenaries, so that players can not spam all sorts of mercenaries freely once they fully focus on mercenaries. They're supposed to be additions to the regular army, not replace them. Wink

      • Mercs take now reduced pop space. They follow the rules for regular units now and may have only slightly increased pop compared to them.

      • Mercs will get individual build limits. They won't be too strict.

      • Archaic and strongly americanized or asian mercenaries such as Rebel Knights, Pistoleros, Comancheros, Ronin, etc. will vanish in exchange for more authentic European units.

        To give an example for the stat changes, let's take the Swiss Pikeman: He'll have less HP and DMG than now, cost less, take less pop. His bonus against cavalry will be stronger and you'd probably hire them in a group of 10 units for let's say 750 wood. While this unit is a superior Pikeman in Age 2 and 3, he'll increasingly fail to catch up with counter units and is sort of worthless to get in Age 4, when better Mercenaries will be available.



    3. Homecities: Will be smaller, more compact and level restrictions from cards will be removed, unlocking cards won't be necessary either anymore, so that you can just straight play a match with a civ on full capacity without the need to level the HC and unlock cards. Cool


    4. Revolutions: They'll be kicked since they are rarely being used. The benefits of revolutions such as turning your settlers into military will remain available though as technologies that can be developed in tech buildings like the University.


    5. Militia: As a consequence of the previous point, it is likely to happen that Militia units ("Minutemen") and National Guards ("Colonial Militia") are connected in a direct or indirect way. An direct connection would be an unit upgrade for Militia units in Age 4 to National Guards. An indirect connection would allow players to change Militia troops via tech into National Guards. As a reminder: National Guards are unique for all civs, but most civs share the same Militia.

      Both techniques have up and downsides: An indirect, repeatable change from Militia to National Guards would allow having both two units available and allow players to choose if they want one or the other. A direct upgrade that "overwrites" the Militia doesn't allow these two units at them same time, but since the National Guard will always be stronger with possible cost increase players can also make their choice on what sort of unit they need more as not upgrading is also a choice.


    6. Natives: Native units won't be altered that much. They'll remain pop-free, cost two resources (sometimes also gold) and have a high build limit. Since Natives are usually seen as weak units, I came up with the idea to give them more specialized stats such as very high boni or extraordinary/unusual boni. So, if Mercenaries are a lil specialized, Natives are super-specialized. Wink

      There are also other cool features planned for natives, but we haven't really agreed on them yet in detail. I may just reveal that we plan to make it possible for players to intensify and extend their alliances with natives, that'd allow players training new units and developing new funky technologies. Cool


    7. Unit Upgrades: While no final decisions have been made here yet, we currently check the concept of Royal guard upgrades and the possibility to use other unit prefixes than Veteran, Guard and Imperial.

      Royal guard upgrades appear weird, because while they are 'the special' upgrade, they're never the last upgrade, but only next to last. Any opinions and tips welcome!


    8. Artillery: Some of you might remember the section on a new artillery system in Modding Report #18. It featured new artillery pieces such as the Howitzer or the Field Gun and presented for the first time the new fire modes such as (s)olid shot, (e)xplosive shot and (c)ase shot.

      Here some quick new facts about artillery:

      • You do no longer need to upgrade artillery directly as all pieces are specialized enough, that they can do well with only their base damages, which can only be improved with Arsenal techs.

      • Precision and turn rate will most likely become relevant in stats and differ per piece.

      • In order to build artillery pieces that do not have the solid shot a required tech needs to be developed first that enables an available fire mode. (just like Chemistry was needed in AoE2 to build Hand Cannoneers)

      • The units you'll be able to build in Artillery Depot will be: Petard (Age 2), Quarter Cannon (Age 2), Sapper (Age 3), Mortar (Age 3), Field Gun (Age 3) and Howitzer (Age 4).

      • Solid shots usually have a good range, cause high damage in a small area of effect and thus suit against single targets. Case shots have a short range, fire multiple projectiles in a huge area and thus excel against close formations. Explosive shots have a good range, high area damage, but are imprecise and come with drawbacks at minimum range, ROF and unit costs.

      • Some of these units can be build an age earlier, if you send an activation card from HC. Some civs have a bonus on earlier availability of a certain artillery unit. (see the unit tree below for that)



  14. The collaboration with the Ottoman civ mod by PredatoR has been continued. We discussed several new concepts for units such as Sipahi, Okcus (Archer), Nizam-i-cedid, Organ guns, Tüfekci (Skirmishers) etc.

    There will be new model for turk bows:



  15. As I already mentioned in past modding reports, there'll be several new standard units, techs and buildings. In case you wondered, if all these changes have been applied to all civs already: No, they haven't! I realized the advantage to have some sort of Prototype civ to try and test all these new things before changing the actual civs.

  16. I've made quite some progress on testing and implementing the new standard content for NE 3.0 on it. So this is already in a progressed state and not a new development at all. Instead of further strenuous text, I thought I'd be nice to show you the new military structures of NE 3 civs with some yet very simple techtrees, taking the prototype civ as an example.

    In this report we'll start with the tree for Land Military Units. Check this:



    Town Center: Can train Militiamen in Age 2 and upgrade these later to National Guards, which are all unique per civ.

    Barracks: The first thing you'll probably notice when you look at the barracks unit setup is the fact, that Pikemen, Arquebusiers and Swordsmen can be trained in Age 1 already. While this was already announced a few times in other reports, there's another remarkable change: The Grenadier is no longer an artillery unit, but heavy ranged infantry and thus now trainable in the rax. His attack type remains siege, even though he now fires a musket. This makes him really powerful, because siege damage ignores unit armour.

    What has happened to the Fusilier? Well, he's gone, but you can still develop military techs to achieve the same effects on your Musketeers.

    Stable: Civs get either Hussars or Chevaulegers and either Dragoons or Tatars (the new Cavalry archers), unique exceptions are possible. And yep, Cuirassiers will be standard units! The Lancer is basically a veteran Uhlan with slightly tweaked stats. That way our civs will generally have a higher level of "historical completeness".

    Artillery Depot: The Quarter Cannon is some sort of merge of Falconets and Culverins, who are being replaced by it. The Field Gun is a combination of Swedish Leather Gun and Horse Artillery. The others should sound familiar to you. The Howitzer has been announced in previous reports already.

    Academy: The Military Academy allows the training of Commanders and Riflemen, which are shared among all civs. Commanders can be improved with techs and some civs get unique upgrades for Riflemen.

  17. I think it'd be good to provide some civ-specific content as well to get a better idea of NE 3. So, here are some core infos on the military unit roster of all civs of NE 3.0, it's all sort of "work-in-progress" though, especially Artillery and Navy have not been researched yet for all civs:



    • Austrians are next to Spanish the only civ that has access to both, Hussars and Chevaulegers. They lack access to pikemen though. Austrians are a powerful allrounder civ that's blessed with lots of good units. Cost benefits for Mercenaries and Natives also allow recruiting armies with a high variety of troops. Just their navy shouldn't be expected to be as powerful.

      UUs: Deytscher (Musketeer), Standschütze (Militia)
      Royal: Grenadier, Hussar, Rifleman, Skirmisher
      National Guard: Grenzer


    • British have almost no UUs, but can field lots of royal units. They're missing Swordsmen, Skirmishers and Lancers, but their Riflemen come an age earlier and are some of the best. Cost-efficient navy.

      UUs: Congreve Rocket (-)
      Royal: Cuirassier, Dragoon, Grenadier, Hussar, Musketeer, Rifleman
      National Guard: Fencible


    • Danes only miss Swordsmen, which allows solid play on land. They actually excel at naval warfare though, in which cost reduction boni for ships and ship-related things pay off significantly.

      UUs: Snaphane (Skirmisher), Schumacher Rocket (-)
      Royal: so far none, most probably a navy unit
      National Guard: Frivillige Korps


    • The Dutch military has most of its advantages on sea, they're an excellent navy civ. However, the land units shouldn't be underestimated either. They may not be extraordinary as Dutch have only one royal unit and two UUs, but that may be enough coupled with a superior economy to finish off opponents quickly. Remarkable is that Dutch units cost proportionally more gold than anything else, but also a lil less in total. They miss Swordsmen.

      UUs: Coehorn Mortar (-), Schutter (Militia)
      Royal: Lancer
      National Guard: Orangist



    • The French are blessed with lots of royal units and an almost complete unit roster, that can be backed by elite units and technological improvements from HC. This civ will play out nicely, it doesn't need a single UU. They miss Swordsmen.

      UUs: -
      Royal: Cuirassier, Dragoon, Grenadier, Lancer, Musketeer, Rifleman, Skirmisher
      National Guard: Garde Nationale


    • The Germans can field very powerful land armies if they send their HC armies and succeed in building the necessary economy, because German regular units tend to cost more in return for more hitpoints and damage. They also do well on hiring mercenaries, but their naval capabilities aren't that good. Germans can't train Hussars, but Chevaulegers.

      UUs: Landsknecht (Pikeman)
      Royal: Cuirassier, Grenadier, Rifleman
      National Guard: Bürgermilitär


    • Italians have Swordsmen, but lack Skirmishers, apart from that they can build everything, but lack Royal upgrades. Their good militia allows them to withstand powerful attacks, but to get an edge over other armies they need to rely on foreign experts from the HC. On sea though they do have offensive capabilities due to improved ship production. Like the Holy Roman Empire, they can train Chevaulegers, but no Hussars.

      UUs: Cernide (Militia)
      Royal: -
      National Guard: Schiavone


    • The Ottomans are the civ with most UUs and thus hard to compare with any other civ. They do miss a real Pikeman though. Arquebusier and Skirmisher were remixed into two new units, which are cheap and easy to mass.

      UUs: Azap (Swordsman), Okcu (Archer), Yeniceri (Musketeer), Deli (Hussar/Lancer), Sipahi (Cuirassier), Balyemez (-), Tüfekci (Rifleman), Baratcu (Grenadier)
      Royal: -
      National Guard: Nizam-i cedid


    • Poles have probably the best share on cavalry units, two of them being unique and two getting royal upgrades. They can build all artillery units, but their infantry is very limited though in terms of availability and potential. They miss Swordsmen, Skirmishers and also Riflemen. It's not clear yet if their Musketeers will only be nerfed or completely disabled. As for the navy, I think they gotta be happy with its mere existence.

      UUs: Husarz (Cuirassier), Pancerny (Hussar), Szlachcic (Explorer)
      Royal: Arquebusier, Lancer, Tatar
      National Guard: Partyzant


    • Prussians have no Pikemen, no Swordsmen, but apart from that powerful infantry and cavalry troops. Their navy is hardly special, but not as bad as the German or Polish one. Solid artillery.

      UUs: Commoner (Musketeer), Langer Kerl (Grenadier), Totenkopfhusar (Hussar),
      Royal: Cuirassier, Lancer, Rifleman, Skirmisher
      National Guard: Landwehr


    • Portugual is an infantry civ with great skirmisher troops that are quicker and cheaper. The Portuguese navy has a speed bonus as well. There are no defiticts, but also no benefits on Portuguese cavalry. Portuguese only miss Swordsmen.

      UUs: Atirador (Rifleman)
      Royal: Skirmisher
      National Guard: Ordenança


    • Russians are an eastern power civ, they have full barracks with one UU and two royal upgrades. They neither have Chevaulegers, Hussar nor Lancers, but their early Cossack that combines Hussars with Lancers could turn these misses into an actual advantage. A tech may also allow Russians to be the only civ that can get Dragoons and Tatars parallely. Russian artillery and navy remain standard to a certain degree.

      UUs: Strelets (Arquebusier), Cossack (Hussar/Lancer)
      Royal: Cuirassier, Grenadier, Pikeman
      National Guard: Narodnoe Opolcheniye


    • Spain starts strong and remains a civ with solid units until the end. The full unit roster with both Hussars and Chevaulegers allows almost every sort of strategy. Unlike Austria, their focus lies on infantry, having the most royal upgrades there. The Spanish navy is also one of the most powerful in the game.

      UUs: Miquelet (Militia), War Dog (-)
      Royal: Arquebusier, Dragoon, Musketeer, Pikeman
      National Guard: Guerilla


    • The Swedish are a professional artillery and infantry civ and potent naval power as they have most upgrades there. Their unit roster is almost complete. However, Sweden doesn't have any lancers or swordsmen and they somewhat lack decent skirmishers and riflemen.

      UUs: Drabant (Cuirassier)
      Royal: Musketeer, Pikeman
      National Guard: Lantvärn


    • The Swiss, being a bonus civ fully focused on infantry, are meant to be a challenge for more experienced players. Thus they miss quite a lot of cavalry units. The Swiss can only build Chevaulegers and may later activate the Dragoon. They are however able to build all types of infantry and artillery (so far). And the Swiss navy, well, maybe gets a stealthy nutshell.

      UUs: Schweizergardist (Melee Infantry)
      Royal: Pikeman
      National Guard: not decided yet


    • The United States are good with fielding excellent skirmishing units and militiamen. Most remarkable point is their unusual barrack setup: Americans neither have Arquebusiers nor Musketeers, but Pikemen, Skirmishers and redesigned Minutemen. They also have some drawbacks in the cavalry as they miss the cuirassier and the lancer. The Americans have Chevaulegers instead of Hussars.
      Their Dragoons have access to a Royal upgrade though and their navy and artillery is not that bad either. In conclusion the Americans have fewer troops, but the ones they have are reliable at their type of assignment. Nonetheless, the United States need to use their troops wisely as their army is not really made for direct confrontation.


      UUs: Minuteman (Militia), State Militia (Musketeer)
      Royal: Dragoon, Pikeman, Rifleman, Skirmisher
      National Guard: Continental Marine



__________________________________________________________

PERSONAL REVIEW: I think I 'just' sort of topped my record for writing the longest modding report ever, lol. Holy crap, that was tremendous work. I hope it was worth it and you folks got a much better idea of how NE 3 will be.

One conclusion of this report could and should be: NE 3 will be a full mod which alters game mechanics to provide a much better afterperception of the set historical time period as opposed to NE 2, which was and is an expansion mod that continues the old perception of history shown in AoE3.

I really think I should now end this little paragraph and continue a way more important (?) paper for my bachelor thesis. That'll just be another night without sleep. Yay! lol

Hope you enjoyed the report

T

_________________
Napoleonic Era Project Leader


** Support me to support NE **

Test your Age of Empires knowledge in my
Grand Age of Empires quiz! King Green!
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Gustav II Adolf
Italian Utili
Italian Utili


Joined: 01 Oct 2010
Posts: 168

PostPosted: Tue May 28, 2013 12:49 am    Post subject:

You're the man!
Back to top
View user's profile Send private message
kangcliff
NE Guard
NE Guard


Joined: 16 Aug 2012
Posts: 75

PostPosted: Tue May 28, 2013 3:43 am    Post subject:

The textures you made are really beautiful and the ideas are great!You must spend lots of time on it.
Back to top
View user's profile Send private message Send e-mail
peugeot407
Councillor
Councillor


Joined: 24 Jun 2008
Posts: 1734
Location: Netherlands

PostPosted: Tue May 28, 2013 9:55 am    Post subject:

Lovely work...


peugeot407
_________________
SAOL wrote: "North America, South America, pish posh they're the same.
Spawn of greater nations."





Back to top
View user's profile Send private message MSN Messenger
checanos
Conquistador
Conquistador


Joined: 21 Dec 2011
Posts: 395
Location: Sevilla, spain

PostPosted: Tue May 28, 2013 10:10 am    Post subject:

Looks great ! It feels like a whole new game with lots of care put into every aspect.
_________________

Google+YoutubeAoEIII Heaven
Back to top
View user's profile Send private message
SAOL
Emperor
Emperor


Joined: 14 Sep 2008
Posts: 23251
Location: Stockholm, Sweden

PostPosted: Tue May 28, 2013 2:54 pm    Post subject:

I'm not a stranger to writing/reading long posts, but this is really up there Razz It's just too much to comment on lol

That being said, I can perhaps say one or two things.

Quote:
Will be smaller, more compact and level restrictions from cards will be removed, unlocking cards won't be necessary either anymore, so that you can just straight play a match with a civ on full capacity without the need to level the HC and unlock cards.
Good idea. All of my ESO home cities are level 80, so the few matches I've played with people on here (which weren't close to that) have felt a bit unfair in that regard.

Quote:
Royal guard upgrades appear weird, because while they are 'the special' upgrade, they're never the last upgrade, but only next to last. Any opinions and tips welcome!
In a way, at least so far, I've always thought it made sense from a gameplay point of view that they aren't the last available upgrade. Since they are a "better" upgrade they are contributing towards the uniqueness of the civ. It'd feel like a bit of a waste if they'd only be available as the last upgrade because all games do not reach that stage. So I don't mind them not being the last.

If you are going with set age periods (great idea, even though it might be strange to have players playing at asynchronous dates ^^) You could even make it so that the RG upgrade is located in an age where something actually happened, such a technological breakthrough.

You could also use it to differentiate at an earlier stage. Say for instance that the pikemen of all civs are equal in age I. In age II some of the civs get the RG pikeman upgrade which propels them ahead. For dragoons this may happen in later ages, and so on.

I'm getting too long as well, you need to rest your eyes.

So, finally: Great job, Tilanus, Bozz, Ca Putt and all the rest of the team. Infinite digital back-pats and encouragement from me Mr. Green
_________________
Join
WWLLUASCLWPJ
We Who Loathe Long or Unnecessary Abbreviations and Similar Clusters of Letters Without Proper Justification

Back to top
View user's profile Send private message Send e-mail Skype Name
Harkimo
Emperor
Emperor


Joined: 10 May 2009
Posts: 7801

PostPosted: Tue May 28, 2013 3:55 pm    Post subject:

I can't believe this game still makes me a tad nervous lol

Lovely news about the patch. Very nice textures. Good changes, especially about the national guard and the politicians. (Well, mercs was lovely as well tbh)

Nah, I can't say that. I like everything you do Mr. Green
Back to top
View user's profile Send private message Send e-mail
fatookit
Austrian Line Infantry
Austrian Line Infantry


Joined: 28 Jun 2009
Posts: 59
Location: Hong Kong, China

PostPosted: Tue May 28, 2013 4:25 pm    Post subject: Great Job

I just can't descript how am I excited by your creativity and devotion in making this standalone Napoleonic Era 3.0
Back to top
View user's profile Send private message
JRussell
NE Guard
NE Guard


Joined: 19 Apr 2010
Posts: 61
Location: BA

PostPosted: Tue May 28, 2013 4:33 pm    Post subject:

Nice work!
Back to top
View user's profile Send private message Skype Name
Da Bozz
NE Veteran
NE Veteran


Joined: 22 Jun 2011
Posts: 298

PostPosted: Tue May 28, 2013 5:27 pm    Post subject:

Waiting for R0ger'S comment ...^^
Back to top
View user's profile Send private message
SAOL
Emperor
Emperor


Joined: 14 Sep 2008
Posts: 23251
Location: Stockholm, Sweden

PostPosted: Tue May 28, 2013 6:08 pm    Post subject:

Harkimo wrote:
I can't believe this game still makes me a tad nervous
Why nervous?

Bozz wrote:
Waiting for R0ger'S comment ...^^
Must you really bait? Rolling Eyes
_________________
Join
WWLLUASCLWPJ
We Who Loathe Long or Unnecessary Abbreviations and Similar Clusters of Letters Without Proper Justification

Back to top
View user's profile Send private message Send e-mail Skype Name
Tilanus Commodor
NE Commander
NE Commander


Joined: 03 Apr 2007
Posts: 5079
Location: Berlin, Germany

PostPosted: Tue May 28, 2013 6:35 pm    Post subject:

Thank you everyone for your encouraging compliments, I'm glad you appreciate it!

SAOL wrote:
I'm not a stranger to writing/reading long posts, but this is really up there Razz It's just too much to comment on lol

You can go step by step, post by post. I'm counting on your longterm motivation. Devil

Quote:
Quote:
Royal guard upgrades appear weird, because while they are 'the special' upgrade, they're never the last upgrade, but only next to last. Any opinions and tips welcome!
In a way, at least so far, I've always thought it made sense from a gameplay point of view that they aren't the last available upgrade. Since they are a "better" upgrade they are contributing towards the uniqueness of the civ. It'd feel like a bit of a waste if they'd only be available as the last upgrade because all games do not reach that stage. So I don't mind them not being the last.
[...]
You could also use it to differentiate at an earlier stage. Say for instance that the pikemen of all civs are equal in age I. In age II some of the civs get the RG pikeman upgrade which propels them ahead. For dragoons this may happen in later ages, and so on.

I've actually thought about that when making the new techtree. Having regular upgrades + royal ones seems too much for certain archaic units that are not supposed to be used through the whole game (i.e. Arquebusiers). Royal upgrades replacing regular ones should be the way to go, but I'm still missing a good and clear concept that can be applied to all units.

Having intersecting royal upgrades as you suggest them would not be supportive in terms of maintaining easy accessibility to the game's mechanics I fear.

Quote:
If you are going with set age periods (great idea, even though it might be strange to have players playing at asynchronous dates ^^) You could even make it so that the RG upgrade is located in an age where something actually happened, such a technological breakthrough.

Ha, Tahattus had that plea as well. I agree that it looks odd, if you actually compare one player being in period 1555-99 and the other one already in 1700-99. However, that comparison is never actually happening in the whole game.
The only person who'd see your current period of time is you. Everyone else sees just if you're 1st, 2nd, 3rd, 4th or 5th age. As for the age up notifications and tech name, I'd probably go with something as "Player x advanced to 17th century!" while naming the tech "[Age up to] 17th Century" or alike. Players are smart enough to realize, that this is just an abstraction. Let's not be narrow-minded. This is a game. You're not really entering the 17th century, everyone accepts it as "as if" scenario without complaining a lack of immersion. Wink

Before I tried to find more generic terms and I wasn't satisfied when I only came up with this something like this,:
Spoiler:

I. 1555-1600
Exploration, Confessionalization, Renaissance

II. 1601-1699
Thirty Years War, General Crisis, Baroque

III. 1700.1776
Enlightenment, Revolution

IV. 1777-1806
Revolution, Industrialization

V. 1807-1815
Napoleonic Era


_________________
Napoleonic Era Project Leader


** Support me to support NE **

Test your Age of Empires knowledge in my
Grand Age of Empires quiz! King Green!
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Da Bozz
NE Veteran
NE Veteran


Joined: 22 Jun 2011
Posts: 298

PostPosted: Tue May 28, 2013 6:36 pm    Post subject:

SAOL wrote:
Bozz wrote:
Waiting for R0ger'S comment ...^^
Must you really bait? Rolling Eyes


https://www.youtube.com/watch?v=4aQDOUbErNg
Back to top
View user's profile Send private message
checanos
Conquistador
Conquistador


Joined: 21 Dec 2011
Posts: 395
Location: Sevilla, spain

PostPosted: Tue May 28, 2013 7:40 pm    Post subject:

Will artillery still be able to be trained up to 5 at a time? or will it be like settlers where you can only train 1 at a time.
_________________

Google+YoutubeAoEIII Heaven
Back to top
View user's profile Send private message
Tilanus Commodor
NE Commander
NE Commander


Joined: 03 Apr 2007
Posts: 5079
Location: Berlin, Germany

PostPosted: Tue May 28, 2013 8:27 pm    Post subject:

There are no plans for that, but the polishing in balance might result in other costs or train time.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Gustav II Adolf
Italian Utili
Italian Utili


Joined: 01 Oct 2010
Posts: 168

PostPosted: Wed May 29, 2013 7:57 am    Post subject:

The thing I like most about NE is that it's a "clean" an well thought out mod, with attention to all the details. Other mods I've seen have all been more or less "messy". Your vision of NE3 seems to be even "cleaner" than the original, and that really impresses me.

I have a few questions, if you don't mind.

Do you plan on removing all units that differ from the standard units in some respect? I'm not talking about standard units with slightly tweaked stats, but of units like the Schütze, the american rifle rider and the Grenzer, that are crosses between other units, or units that have unusual boni. In my opinion that would be a shame.

Why have you taken the swedish thing with stronger, but more expensive units and given it to the germans? I thought it was historically very fitting the way it was. Swedes are, as is well known, tougher than the rest.

Do plan on keeping the unique boni for each civ? E.g. regeneration for the prussians, and merchants and monylending for the italians.

What do you mean by "smaller and more compact" homecities?

Thank you and best of luck with your thesis and your work on NE.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Forum Index -> News All times are GMT
Go to page 1, 2, 3, 4, 5, 6  Next
Page 1 of 6

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Powered by phpBB © 2001, 2005 phpBB Group | Page design by Tilanus Commodor & michfrm.