Author Topic: Gathering Ideas for a tech tree  (Read 4148 times)

Alestance

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Gathering Ideas for a tech tree
« on: 5 May 2008, 13:43:59 »
First off, I'll explain my idea right up.

I'm making an Elemental mod. This will include 4 starting factions, and at the moment, all of them will be based on how Tech works, combined with some ideas used in magic as well.

Each faction will have their own fighters, magic-users, and marksmen, along with 2 to 4 legendary creatures/people, and a high classed one-order only god-like.

The first four elements are Earth, Fire, Air and Water.

Currently, I'm beginning to gather materials, and am using pre-existing models for the first version.

V1 will probably be very minimal.

Also, each element is strong against another element, and weak to another element. I'm still working this out.

Lastly, each element will have a certain advantage.

Earth - Less wasted material(buildings require less materials), faster building time.
Upgrades for heightened defense.

Fire, fast gathering of elements, and somewhat faster rate of attack.
Upgrades for heightened speed of attack, and attack power.

Air, Generally fast movers, heightened sight, and heighten ranged
upgrades for speed, sight, and range.

Water, adept healers, decent regeneration, and flowing attacks. Flowing attacks are incredibly fast, but weak. This trade-off can be quite useful, though, leaving less wasted attacks to the ground.
Regeneration speeds, and speed and power of flow can be upgrades, as well.

Each element's beginning units are technically the same, a basic worker, fighter, magic-user, and marksman, which are augmented by their elemental strengths and weaknesses. Legendary creatures will be vastly different, however. All in all, how you chose your characters is important, as damage factors are large.

Now Suggestions. If there is a question, problem, suggestion, please post.

By the end of this tech-tree's cycle there may be 15 total elements, which will be explained as they are added. And yes, I've begun work on this.
« Last Edit: 1 January 1970, 00:00:00 by Alestance »

erandur

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Re: Gathering Ideas for a tech tree
« Reply #1 on: 7 May 2008, 14:26:09 »
Quote from: "Alestance"
First off, I'll explain my idea right up.

I'm making an Elemental mod. This will include 4 starting factions, and at the moment, all of them will be based on how Tech works, combined with some ideas used in magic as well.

Each faction will have their own fighters, magic-users, and marksmen, along with 2 to 4 legendary creatures/people, and a high classed one-order only god-like.

The first four elements are Earth, Fire, Air and Water.

Currently, I'm beginning to gather materials, and am using pre-existing models for the first version.

V1 will probably be very minimal.

Also, each element is strong against another element, and weak to another element. I'm still working this out.

Lastly, each element will have a certain advantage.

Earth - Less wasted material(buildings require less materials), faster building time.
Upgrades for heightened defense.

Fire, fast gathering of elements, and somewhat faster rate of attack.
Upgrades for heightened speed of attack, and attack power.

Air, Generally fast movers, heightened sight, and heighten ranged
upgrades for speed, sight, and range.

Water, adept healers, decent regeneration, and flowing attacks. Flowing attacks are incredibly fast, but weak. This trade-off can be quite useful, though, leaving less wasted attacks to the ground.
Regeneration speeds, and speed and power of flow can be upgrades, as well.

Each element's beginning units are technically the same, a basic worker, fighter, magic-user, and marksman, which are augmented by their elemental strengths and weaknesses. Legendary creatures will be vastly different, however. All in all, how you chose your characters is important, as damage factors are large.

Now Suggestions. If there is a question, problem, suggestion, please post.

By the end of this tech-tree's cycle there may be 15 total elements, which will be explained as they are added. And yes, I've begun work on this.

Do you have an element that is expert in defending? Which needs to conquer other cities my building defensive buildings or something? :D
« Last Edit: 1 January 1970, 00:00:00 by erandur »

Alestance

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« Reply #2 on: 7 May 2008, 22:45:24 »
As I stated, there will be 15 total elementals, and the possibility for more than one to be more defensive is quite high. And that could be possible. Perhaps Light with Magnify/Mirror Light Towers? Darkness would do a similar thing, as well.
« Last Edit: 1 January 1970, 00:00:00 by Alestance »

ZaggyDad

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« Reply #3 on: 7 May 2008, 23:02:47 »
Darkness' defence tower could block the light out, so that the enemy couldn't fight properly(It would have splash, too. Light could have a really concentrated attack, so it kills one at a time, but with a huge damage.).

~Zaggy
« Last Edit: 9 May 2008, 00:16:56 by ZaggyDad »

Alestance

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« Reply #4 on: 8 May 2008, 22:20:59 »
Ah, so, what you're saying is, that Light should have slow attack times(but fast projectile movements,) but high damage and no splash, while Darkness has fast attacking units, but slow, weak, projectiles, and a large splash? BRILLIANT!

Jokes aside, that be a good idea to use. Thank you ZaggyDad.

But what conserns me is how would you "block" the light "out"?
« Last Edit: 1 January 1970, 00:00:00 by Alestance »

ZaggyDad

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« Reply #5 on: 9 May 2008, 00:14:19 »
Black particles (not that that would look good). Glest advanced has temporary effects that you could use to make the enemy's fighters be unable to fight well (it could take a bit of attack off them so they'd be weaker).

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

Alestance

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« Reply #6 on: 9 May 2008, 10:49:59 »
I've tried making black particles before in regular Glest. Seems that that doesn't work too well.
« Last Edit: 1 January 1970, 00:00:00 by Alestance »

daniel.santos

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« Reply #7 on: 11 May 2008, 19:03:36 »
Yea, that's one of the problems I had when implementing the necromancer & lich in the FPM mod.  Perhaps I should try to address this in GAE.  As I've mentioned before, I don't fully understand how the rendering of the particle system works.  The way it is now, the closer to black your color is, the less brightness it has and if it's all the way black, it's invisible.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

MrBlack

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« Reply #8 on: 13 May 2008, 00:40:37 »
Quote
I've tried making black particles before in regular Glest. Seems that that doesn't work too well.


Try making them a really dark blue, then, kinda like a raven. That may work without destroying the feeling of "darkness".
« Last Edit: 1 January 1970, 00:00:00 by MrBlack »

ZaggyDad

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« Reply #9 on: 13 May 2008, 21:50:53 »
Or else you could try negative colors (I think that would crash it though, but I'm not sure.).

~Zaggy
« Last Edit: 6 June 2008, 22:09:26 by ZaggyDad »

osiris

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« Reply #10 on: 4 June 2008, 20:13:53 »
Quote
I've tried making black particles before in regular Glest. Seems that that doesn't work too well.

try making the particles like dark purple.
you could have the water elementals be able to go through water that the others cant (like walk down a river). and you could have all of the air troops flying with a land/air attack.
« Last Edit: 1 January 1970, 00:00:00 by osiris »

MrBlack

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« Reply #11 on: 4 June 2008, 20:23:27 »
How about floating buildings for the air faction? That'd look pretty cool
« Last Edit: 1 January 1970, 00:00:00 by MrBlack »

Jamesgamer

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« Reply #12 on: 7 June 2008, 20:48:02 »
Yeah, dark blue or purple would probably work well.

Other Questions...
-Is this still in development?
-What could fire be good against?
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

 

anything