Mod idea: Medieval Annihiltion

Mod idea: Medieval Annihiltion

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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God[NOTA]
Posts: 11
Joined: 12 Aug 2008, 22:23

Mod idea: Medieval Annihiltion

Post by God[NOTA] »

Im thinking about making a new mod with medieval units and a new gameplay.

Gameplay (examples):
Use of the diffrence between the units to win:
- cavalry is faster than infantry and can overun infantry
- heavy units can stand more arrows and long range weapons, but
are not as good as light units in close combat
- possibilty to heal nearby units by medics / hospitals
- and much more ...

Units (also just examples):
- scout infantry
- light and heavy infantry
- light and heavy cavalry
- moveable and stationary medium range cannons (like gurdian, no
bertha, cause there wasnt a long range cannon in the middle age)
- moveable and stationary motars (high dps, but low accuracy)
- slowly moving but heavily armored siege towers
- war elephants (Hannibal used them), strongest unit but weaker
than the krog and a bit weaker than the bantha
- Of course stationary light and heavy defense towers (like llt/hlt)
- a slowly moveable arrow-shooting long-range weapon, i dont
how they are called in english but i know them as basilisks,
long reload time, but very high dps (like tachyon)

I have already modelled some units like the medieval gurdian called custos (gurdian in latin) and the storages.

If u have some ideas for units or how to improove the gameplay just tell me.


Im waiting for ur feedbacks,

God
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Mod idea: Medieval Annihiltion

Post by Hoi »

-Can you texture? Really, you need to be able to texture, or get someone to help you.
- Melee weapons.... I thought they were working, but dunno how, could someone explain it?
- Show some models:)
- Wait with animating until the skeletal animation is implented.
God[NOTA]
Posts: 11
Joined: 12 Aug 2008, 22:23

Re: Mod idea: Medieval Annihiltion

Post by God[NOTA] »

custos (gurdian in latin) in medieval style:

model example:
http://picasaweb.google.com/halllalaala ... 3755302562
(havent found a good texture yet, just a screen)
Last edited by God[NOTA] on 24 Sep 2008, 20:16, edited 2 times in total.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Mod idea: Medieval Annihiltion

Post by Hoi »

Wow.... that has way to much tri's, and some bad geometry, could you remodel it? use 6-8 sided cilinders and those spheres, they can be way less poly's too, the base of it looks like the geometry is bad, pm me on the lobby if you want to know a bit more.
God[NOTA]
Posts: 11
Joined: 12 Aug 2008, 22:23

Re: Mod idea: Medieval Annihiltion

Post by God[NOTA] »

This gudian was just an idea of a model i will remodel it of course.
But the main thing of the mod should be hte gameplay.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mod idea: Medieval Annihiltion

Post by Forboding Angel »

Needs moar polies in the balls tbh.

Are they inert?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod idea: Medieval Annihiltion

Post by smoth »

God[NOTA] wrote:custos (gurdian in latin) in medieval style:

model example:
http://picasaweb.google.com/halllalaala ... 3755302562
(havent found a good texture yet, just a screen)
Nothing says medevil like some good olde fire arms.
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Mod idea: Medieval Annihiltion

Post by KaiserJ »

i'd like to see something in terms of "armor types"... thinking about medieval battles, a sword would be more effective against flesh wheras mauls and clubs would be more effective against armored opponents (bash in the helmet and eat the goo inside!)

also... an arrow against an armoured opponent would probably not do a heck of a lot 99% of the time, but then the guy might get hit in the eye and would die instantly!

just some things to consider.

also... would you go with the metal / energy econ that's prevalent in spring? i could see it working somewhat if energy was coming from windmills or waterwheels or the like (im not sure if they were around in the olden days) although im not sure what a metalmaker would be :P

Image

maybe this is what you were envisioning for the LRPC role... a trebuchet!

anyways i would defenitely give it a try; and if you were planning to include a fantasy sort of element (elves and orcs and wombats and the like) then i might even be willing to help you with the models and texturing!
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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: Mod idea: Medieval Annihiltion

Post by Cremuss »

Yep, i was thinking for the trebuchet too. I just love the trebuchet :)

Medieval mod is a great idea :)
But in my mind it'll need more than 2 ressource system. Wood, gold, stone etc... and I don't know if it's possible ^^

Good luck, I wanna see this project grow up =)
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod idea: Medieval Annihiltion

Post by KDR_11k »

Trebuchets have a limited range, a few hundred meters, not more. An LRPC role would need more than that.

AFAIK you didn't have swords and clubs in infantry combat, you had various polearms with the swords being for close range combat if the polearm no longer works. Polearms are effective vs both armored and soft targets.
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panzeriv2
Posts: 208
Joined: 12 Aug 2008, 12:02

Re: Mod idea: Medieval Annihiltion

Post by panzeriv2 »

let's consult AoE ...

And if this mod grows, I wanna see a castle pour boiling oil as defence! YEAH!
God[NOTA]
Posts: 11
Joined: 12 Aug 2008, 22:23

Re: Mod idea: Medieval Annihiltion

Post by God[NOTA] »

it was a mod idea,
i can model (at work i have to use a company-internal programm, not wings or blender), but i have never tried making a whole mod with sripting, texturing, balancing,... before.
i will need some help from others who are more experienced than me for sure.
i already tried to model soldiers but its quite hard and its even more difficult to let them walk (moving legs :D).

God
God[NOTA]
Posts: 11
Joined: 12 Aug 2008, 22:23

Re: Mod idea: Medieval Annihiltion

Post by God[NOTA] »

Here are my ideas:

1. "Infantry Base"
- scout
- constructor
- light infantry
- archers

"Adv. Infantry Base"
- camouflaged light-armed scout (=cloaked spy)
- adv. constructor
- heavy infantry
- infantry armed with shortswords and trowing darts (i dk who to say this in english)

2. "Calvalry Base"
- fast cavalery scouts
- constructor
- light cavalry
- cavalry armed with bow and arrow

"Adv. Cavalry Base"
- camouflaged very fast light-armed scouts
- adv. constructor
- heavy cavalry
- cavalry armed with shortswords and trowing darts (i dk who to say this in english)

3. "Shipyard"
- scout ship light-armed
- transport ship
- medium-armed corvette
- destroyer
- artillery ship
- falgship (armed with artillery, motars, ...)

4. "Heavy Unit Base"
- movable medium range cannon (slow speed but high dps)
- movable trebuchet (long range and high dps, but fair accuracy)
- movable siege tower (slow, medium range, high dps, like the jugger)
- war elephant (high health, medium range, high dps, like krog)

Cavalry is mor expensive then infantry.
Of course there are no hovers or Planes.
Maybe there can be an option that all heavy units can also be build non-moveable and cheaper. (Except the war elephant of course :D
would be funny :D)

I would be happy if a experienced modder could model and sript a WALKING soldier for me so
that i know how they have to be scripted. That would really be nice.

What do u think?

GOd[NOTA]
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Mod idea: Medieval Annihiltion

Post by Hoi »

You just check other walking stuff like the spherebot script:)
God[NOTA]
Posts: 11
Joined: 12 Aug 2008, 22:23

Re: Mod idea: Medieval Annihiltion

Post by God[NOTA] »

@kaiserj: metal makers get replaced my alchemists :D
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod idea: Medieval Annihiltion

Post by bobthedinosaur »

how are you going to put guys on the ramparts?
hamsate
Posts: 122
Joined: 21 Jun 2007, 00:25

Re: Mod idea: Medieval Annihiltion

Post by hamsate »

bobthedinosaur wrote:how are you going to put guys on the ramparts?
Make stationary transport, and guys can shoot off it?
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Mod idea: Medieval Annihiltion

Post by Pressure Line »

KaiserJ wrote:anyways i would defenitely give it a try; and if you were planning to include a fantasy sort of element (elves and orcs and wombats and the like) then i might even be willing to help you with the models and texturing!
Image

Wombats?
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Mod idea: Medieval Annihiltion

Post by Hoi »

And a tapir!

Image
God[NOTA]
Posts: 11
Joined: 12 Aug 2008, 22:23

Re: Mod idea: Medieval Annihiltion

Post by God[NOTA] »

im gonna make a huge siege wombat that will detroy the walls by running und jumping against :lol: :lol: :lol: :D
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