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Post by Undead Bovine on Nov 26, 2004 10:49:46 GMT -5
Quest System for Empires:
* Random Questions such as:
** A merchant enters your town and asks your army to delivery his caravan to another place in the map. (Maybe another questmaster, vender, or town) Maybe prompt to accept or decline quest.
** A merchant would like to temporarly setup shop in a nearby location. He would like your empire to assist him in clearing the monsters of the area. Becomes a temp merchant for a set period of time.
** A random unit asks to for help from your empire. He is nearby your town and you can send an army to save him or let him die. (Accepting or Decline quest option)
Glory/Reputation System: Rankings like: Villian, Tyrant, Thug, Bully, Mayor, Baron, Lord, Emperor.
For completing quests, you get a better reputation. (Allowing you to recieve more gold from other quests)
For Heroes: Maybe a chance for better rewards (A random item or chance for more gold)
For Builders: Increased population growth due to reputation, or something else.
Maybe give random "good things" as well as bad. (Maybe the reputation could influence the good/bad occurances) I like the idea of the random fires, plagues etc, but maybe something like:
* A merchant decides to temporarly set up shop in your town and your population increases slightly.
Or
* Due to a very successful harvest, you recieved an extra food.
These are just some quick suggestions. It is a very good game, hopefully these suggestions might make it just a little bit better.
PS: MOOO
-Undead Bovine
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Post by AceWild on Dec 9, 2004 14:24:52 GMT -5
I suggest a special building for each empire profile. For instance if you were the defence profile, you could get a special line of towers, or if you were infantry, a special unit.
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Post by LordSquad on Dec 9, 2004 14:57:35 GMT -5
Nice idea but you gotta think of these things: If the merchant stands on a very annoying spot you cant do anything about it. Random merchants where do they come from? If i would make them walk over the entire map they wont be able to go near your town because of walls etc. Glory/Reputation system. Its a little double up on the happiness one. So i will just stick with that one for now. Reward for heroes yeah i was thinking about this one but problem is balacing them. On the special buildings. We got specialised tech for now I would like to keep it a little open that you can still build all the units they are just alot weaker with the wrong profile. Like what sort of random events be a little more specific here please the food one is usefull but the merchant isnt really usefull (read above)
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Post by El Babo on Dec 13, 2004 20:03:53 GMT -5
A, Layouts, through about a 2 minute sit down with my empires great engineers, we planned the glorious city.. Any how, this is a upgrade to lord_squads city plan to include the new structors as cost effectivly as possible enjoy, and build like craZY!, or the heros will get you,,, Beware of backstabbers 2, had 1 today, but he underestimated me ! Not that i'm good. ya Bye
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Post by FinalLegacy on Dec 13, 2004 20:06:16 GMT -5
whooh, a nooby backstabber ;D luv those anyway, its easyer to play empire with allied (pro) heroes
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Post by Trihero on Dec 13, 2004 20:39:38 GMT -5
I disagree with Babo's new build. I have a better one. I'm too lazy to get a screenshot because I don't have a photoshop on this computer to undo the tga file so I would have to email to my friend's computer and do it there. Basically my build reduces the need for the 2 taverns on both sides:
You see Babo's picture where the tavern/marketplace are put? Instead, on one side, put a theater right in the middle between those two are in his picture. That one theater will cover everything. Instead of the shopping mall, put the tavern there which will reach all houses, and replace the theater in the middle with the shopping mall. You still need a market place on sides, but this build I have done and all houses are in range; it requires 1 tavern less than squad's build does.
Yes, if you put the theater just right it covers all the houses even the corner ones from the middle of the side. Trust me, I've done it.
Also, you don't need 4 lamp posts like babo has. You only need one on each side, and it covers that half of the housing. Argh I'll get a screenshot and show you guys....
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Post by El Babo on Dec 14, 2004 1:53:14 GMT -5
i bet mine looks better
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Post by FinalLegacy on Dec 14, 2004 11:42:03 GMT -5
why dont u 2 give it a try vs eachother? just 2 c who pwnz who
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Post by was_up_ppls on Dec 18, 2004 10:38:32 GMT -5
I disagree with Babo's new build. I have a better one. I'm too lazy to get a screenshot because I don't have a photoshop on this computer to undo the tga file so I would have to email to my friend's computer and do it there. Basically my build reduces the need for the 2 taverns on both sides: You see Babo's picture where the tavern/marketplace are put? Instead, on one side, put a theater right in the middle between those two are in his picture. That one theater will cover everything. Instead of the shopping mall, put the tavern there which will reach all houses, and replace the theater in the middle with the shopping mall. You still need a market place on sides, but this build I have done and all houses are in range; it requires 1 tavern less than squad's build does. Yes, if you put the theater just right it covers all the houses even the corner ones from the middle of the side. Trust me, I've done it. Also, you don't need 4 lamp posts like babo has. You only need one on each side, and it covers that half of the housing. Argh I'll get a screenshot and show you guys.... you do realize that i only needed 1 theatre from the begining of time? and also if you want 100 percent boosts with a build like that you need 2 taverns n marketplaces and 4 lamps i bet you 5 million dollars you do!
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Post by LordSquad on Dec 18, 2004 11:13:24 GMT -5
My build only needed 1 tavern, so trihero wasnt right . Oh btw he is right wasup you can do it with only 1 of each building but you will require 2+ lanterns depends on amount of houses. you got in a line
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Post by guest on Dec 18, 2004 14:01:46 GMT -5
Squad's right about going 1 tavern; your middle line will jut out more at one end, so you might have to rearrange one fire department and put in interior, probably switch with the shopping mall since it has a pretty good range and can act from the outside more. I've been trying to post a screenshot but every time I try to email the tga file to my friend it never finishes attaching the file. I'll keep trying By the way about growth buildings, personally I find it best to build tavern, church, marketplace, camp, and theater at renaissance age. Before then you don't have that much gold/wood to spare, and you aren't getting much out of the growth buildings anyways. Then pool and shopping mall I build industrial age because those are very expensive and keep you an age or two down if you try to get them too early. However I believe you can probably incorporate market places and fires earlier on because they're relatively cheap, to boost you up to 30% productivity instead of 25%. I did some number crunching since it's not explicitly stated ---> each 40% growth you have you can update your productivity by 5%. Which means that an unupgraded campfire won't let you go 5% extra since it's 20% growth. In fact, the marketplace becomes essentially worthless since it's worth 20% only, so you can't boost 5% by it. The only reason why you have it is so you can recover faster from plagues and so that you can more quickly grow into new housing; it is not helpful for your industry/science/commercial. Squad can you add a way to tell which buildings are affected by which building growth? Like give a different aura icon for each building? It's very difficult for new people to tell what sort of arrangements they can build without having to increase productivity by trial and error; it'd be nice to have some sort of aura indication on the houses that tells you which ones it's being affected by.
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Post by LordSquad on Dec 18, 2004 15:52:10 GMT -5
Yeah i will look for a way to do so. Oh and yeah the % is about right but your houses grow faster so you can actually go too high working then go normal again, then you benefit from it.
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Post by y0uared34d on Dec 18, 2004 19:57:41 GMT -5
er, I just thought of something. why don't we put fire department on the outside, like the hospital and lab? we don't need them to take up out regain building places -_-
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Post by was_up_ppls on Dec 21, 2004 12:40:58 GMT -5
because then u would need 4 fire depos instead of 2 to be effecient and at start that can be bothersome.btw i thought this has turned into a strat topic so...
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Post by LordSquad on Dec 21, 2004 17:21:01 GMT -5
Ok just so you know houses show the abilitys they get hit by now.
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