Friday Updates
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Page 8 of 43
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Re: Friday Updates
I actually remember a conversation where he said that it was impossible. Peugeot, do you recall such a conversation?
Nero- Kataphraktos
- Age : 29
Posts : 541
Join date : 2011-01-16
Re: Friday Updates
No, but I recall many where he said he'd already done it.. Whether that's true remains to be seen, I think that if he made one, it'd be in WotTA Gamma...
peugeot407
peugeot407
Re: Friday Updates
You'd be surprised.
Hoop Thrower- Modding Councillor
- Age : 31
Posts : 567
Join date : 2011-02-15
Re: Friday Updates
Ok, I was wrong. Thank you for correcting me. I don't have the best memory.
Nero- Kataphraktos
- Age : 29
Posts : 541
Join date : 2011-01-16
Re: Friday Updates
Nor do I, but fortunately my conversations with Tahattus are many and sometimes repetitive.
peugeot407
peugeot407
Re: Friday Updates
Today's Update, courtesy of Peugeot!
How do I use religions?
Each civ starts out with a certain religion, and has two others as an option. I'll take the Italians as an example:
Catholicism (left) is default, Waldensian Faith (middle) and Orthodoxism (right) are options.
To choose Catholicism as the Italians, the player has to do nothing, the game starts that way. To choose Orthodoxism the player first has to advance to age2, then he can press the button in the Town Center that will change the religion. To choose Waldensian Faith, the player first has to advance to age4, then he can press the button in the Town Center.
What effects do these religions have?
Catholicism is a base religion, which means it doesn't change your civ too much (it doubles Priest HP and halves Priest speed, which is pretty minor), and a player can choose
to keep it that way. However, if he wants another focus, he might want to choose another religion, if that suits him better. Waldensian Faith is a reformed religion, which means it quite drastically changes your game (it doubles villager speed, but sets Priest and Bishop speed and HP to almost 0), and Orthodoxism is another religion with the same severity as Catholicism, it is an outside religion. All civs have one base religion, one reformed religion and one outside religion.
The rollover text of the tech that changes religion from Orthodoxism to Catholicism.
Each religion has one positive bonus and one negative bonus, to make sure religions merely change your game, not necessarily improve it. Also, this way they're always balanced.
What makes religions interesting?
Religions can be infinitely switched. For example, if the Italians choose Orthodoxism instead of Catholicism, they then get an option to revert back to Catholicism, as well as the option to choose Waldensian Faith. It is (for the Italians) like this then:
- Catholicism is active: Waldensian Faith and Orthodoxism are available choices
- Waldensian Faith is active: Catholicism and Orthodoxism are available choices
- Orthodoxism is active: Catholicism and Waldensian Faith are available choices
The Town Center UI after choosing Orthodoxism. Catholicism and Waldensian Faith are available. Please note this new UI is still a work-in-progress.
However, to prevent people from endlessly switching religions it costs 1 shipment to do so, and researching these techs also takes 100 trainpoints, as opposed to 30 trainpoints for normal techs, so it takes more than three times as long.
What should I expect to see changed between now and the Prologue?
First of all, raw numbers. The religion system has been coded in, but the bonus percentages for each religion are still being weighed. Also, expect to see a change to the rollover texts, so that they are more user friendly. Ways to do this have already been found, but still need to be coded in. However, since the Italians are only one civ, the main thing you should expect to see is more religions. All Prologue civs together will not have three religion choices, but eight. These also include some smaller but certainly no less interesting religions such as Zoroastrianism.
Summarised.
- Each civ gets three religion choices: one base religion, one reformed religion and one outside religion.
- Each civ starts out with the base religion as active. The outside religion gets unlocked in age2, the reformed religion gets unlocked in age4.
- Religion switches can be made infinite times, but they take a long time to research and cost 1 shipment.
- Each religion has two bonuses, one negative bonus and one positive bonus, which means they're all equally balanced.
- Base religions and Outside religions are little-compromise religions, reformed religions have far more drastic effects.
How do I use religions?
Each civ starts out with a certain religion, and has two others as an option. I'll take the Italians as an example:
Catholicism (left) is default, Waldensian Faith (middle) and Orthodoxism (right) are options.
To choose Catholicism as the Italians, the player has to do nothing, the game starts that way. To choose Orthodoxism the player first has to advance to age2, then he can press the button in the Town Center that will change the religion. To choose Waldensian Faith, the player first has to advance to age4, then he can press the button in the Town Center.
What effects do these religions have?
Catholicism is a base religion, which means it doesn't change your civ too much (it doubles Priest HP and halves Priest speed, which is pretty minor), and a player can choose
to keep it that way. However, if he wants another focus, he might want to choose another religion, if that suits him better. Waldensian Faith is a reformed religion, which means it quite drastically changes your game (it doubles villager speed, but sets Priest and Bishop speed and HP to almost 0), and Orthodoxism is another religion with the same severity as Catholicism, it is an outside religion. All civs have one base religion, one reformed religion and one outside religion.
The rollover text of the tech that changes religion from Orthodoxism to Catholicism.
Each religion has one positive bonus and one negative bonus, to make sure religions merely change your game, not necessarily improve it. Also, this way they're always balanced.
What makes religions interesting?
Religions can be infinitely switched. For example, if the Italians choose Orthodoxism instead of Catholicism, they then get an option to revert back to Catholicism, as well as the option to choose Waldensian Faith. It is (for the Italians) like this then:
- Catholicism is active: Waldensian Faith and Orthodoxism are available choices
- Waldensian Faith is active: Catholicism and Orthodoxism are available choices
- Orthodoxism is active: Catholicism and Waldensian Faith are available choices
The Town Center UI after choosing Orthodoxism. Catholicism and Waldensian Faith are available. Please note this new UI is still a work-in-progress.
However, to prevent people from endlessly switching religions it costs 1 shipment to do so, and researching these techs also takes 100 trainpoints, as opposed to 30 trainpoints for normal techs, so it takes more than three times as long.
What should I expect to see changed between now and the Prologue?
First of all, raw numbers. The religion system has been coded in, but the bonus percentages for each religion are still being weighed. Also, expect to see a change to the rollover texts, so that they are more user friendly. Ways to do this have already been found, but still need to be coded in. However, since the Italians are only one civ, the main thing you should expect to see is more religions. All Prologue civs together will not have three religion choices, but eight. These also include some smaller but certainly no less interesting religions such as Zoroastrianism.
Summarised.
- Each civ gets three religion choices: one base religion, one reformed religion and one outside religion.
- Each civ starts out with the base religion as active. The outside religion gets unlocked in age2, the reformed religion gets unlocked in age4.
- Religion switches can be made infinite times, but they take a long time to research and cost 1 shipment.
- Each religion has two bonuses, one negative bonus and one positive bonus, which means they're all equally balanced.
- Base religions and Outside religions are little-compromise religions, reformed religions have far more drastic effects.
General_II- VIP
- Posts : 187
Join date : 2011-04-20
Re: Friday Updates
Wow, so many questions, the most interesting update so far.
At least it's good to know your system is different from wotta's.
Did you make any significant changes to priest?
Are you going to leave revolution in the game? Or is it just an UI element you just didn't take out.
Wow, you managed to change the tags in the building tech rows...
I see Iliander's influence in zoroastrianism, heh.
At least it's good to know your system is different from wotta's.
Did you make any significant changes to priest?
Are you going to leave revolution in the game? Or is it just an UI element you just didn't take out.
Wow, you managed to change the tags in the building tech rows...
I see Iliander's influence in zoroastrianism, heh.
Hoop Thrower- Modding Councillor
- Age : 31
Posts : 567
Join date : 2011-02-15
Re: Friday Updates
Did you make any significant changes to priest?
Well, that rather depends on the religion you choose. Not all religions change religious units, but some do.
Are you going to leave revolution in the game? Or is it just an UI element you just didn't take out.
We haven't coded our desired changes in yet, but we do plan to leave it in, one way or another.
you managed to change the tags in the building tech rows...
Well, that's one of the advantages of being a total conversion.
I see Iliander's influence in zoroastrianism, heh.
Not really, no. It was partly because Paco the Great is Zoroastrian, but mainly because it was the state religion of Persia, and therefore quite important in the east.
peugeot407
Re: Friday Updates
It's that time of the week again. Some new info fro K&B.
One thing we're rushing to sort out before we release Prologue to the public is technologies. We use technologies to try and accomplish a few things: we want to make gameplay fun and dynamic throughout the game, we want things to be somewhat historically accurate, and we ultimately want make the game fun.
Anyways, Prologue is using the good ol' chain upgrade system, where basic techs can be researched to unlock those more advanced, and more expensive, technologies. Below are a few that you'll be using to supplement your military force.
One thing we're rushing to sort out before we release Prologue to the public is technologies. We use technologies to try and accomplish a few things: we want to make gameplay fun and dynamic throughout the game, we want things to be somewhat historically accurate, and we ultimately want make the game fun.
Anyways, Prologue is using the good ol' chain upgrade system, where basic techs can be researched to unlock those more advanced, and more expensive, technologies. Below are a few that you'll be using to supplement your military force.
General_II- VIP
- Posts : 187
Join date : 2011-04-20
Re: Friday Updates
Nice, very evolutionary .
Nero- Kataphraktos
- Age : 29
Posts : 541
Join date : 2011-01-16
Re: Friday Updates
It is just few that KnB has
Pepp- Moderator
- Age : 28
Posts : 5277
Join date : 2011-04-29
Re: Friday Updates
K&B is sleeping...
iliander- Custom rank: Lord Enki
- Age : 27
Posts : 3575
Join date : 2011-03-28
Re: Friday Updates
In my case, the latter. But don't worry, Friday Updates remain:
The Worshiper, one of the weaker treasure guardians in K&B.
Knights and Barbarians will have a totally revised treasure system. This is partly because AoE3's treasures are often not medieval, and partly because we wanted to add some things to the mix. One of those things is Relics. There are several 'levels' of treasures in K&B, some easier than others. The hardest treasures to attain are Relic treasures. Once the guardians are defeated and the treasure claimed however, the Relic gained can be a valuable asset in any strategy. Our current plan states that each map should have between two and four Relic treasures, depending on the number of players. Relic treasures occur on both European and Middle Eastern maps, and while European Relic treasures look different than those from Middle Eastern maps, they function in exactly the same way.
A Relic.
Relics can be turned into Shrines which makes nearby villagers work harder, or they can be brought to the battlefield, where they inspire troops to fight harder. Once put into Shrines, Relics can no longer be moved around, nor can Shrines be converted back to mobile Relics. Relics must be protected, because otherwise the enemy might capture them, like for example livestock. This does mean Relics cannot be destroyed. Shrines cannot be captured by the enemy, and unlike Relics they can be destroyed.
A Relic treasure for European maps. Bear in mind this screenshot was taken a while ago, and the guardians shown are just random. As we speak, the correct guardians for all treasures have been decided.
While the system was being developed, the number and types of treasure guardians has changed, however all those shown above are still in the mod. See if you can guess some of them!
peugeot407
The Worshiper, one of the weaker treasure guardians in K&B.
Knights and Barbarians will have a totally revised treasure system. This is partly because AoE3's treasures are often not medieval, and partly because we wanted to add some things to the mix. One of those things is Relics. There are several 'levels' of treasures in K&B, some easier than others. The hardest treasures to attain are Relic treasures. Once the guardians are defeated and the treasure claimed however, the Relic gained can be a valuable asset in any strategy. Our current plan states that each map should have between two and four Relic treasures, depending on the number of players. Relic treasures occur on both European and Middle Eastern maps, and while European Relic treasures look different than those from Middle Eastern maps, they function in exactly the same way.
A Relic.
Relics can be turned into Shrines which makes nearby villagers work harder, or they can be brought to the battlefield, where they inspire troops to fight harder. Once put into Shrines, Relics can no longer be moved around, nor can Shrines be converted back to mobile Relics. Relics must be protected, because otherwise the enemy might capture them, like for example livestock. This does mean Relics cannot be destroyed. Shrines cannot be captured by the enemy, and unlike Relics they can be destroyed.
A Relic treasure for European maps. Bear in mind this screenshot was taken a while ago, and the guardians shown are just random. As we speak, the correct guardians for all treasures have been decided.
While the system was being developed, the number and types of treasure guardians has changed, however all those shown above are still in the mod. See if you can guess some of them!
peugeot407
Re: Friday Updates
I actually have a creepy picture, of all of the guardians dancing around a fire. Anyone wanna see? :lol:
Re: Friday Updates
Hell yes (mouth watering with excitement)
Nero- Kataphraktos
- Age : 29
Posts : 541
Join date : 2011-01-16
Re: Friday Updates
Wow, cool relic, I've definately never seen anything like that before... :lol:
I like the idea though, it brings back the old days of aoe with relics, but now with a twist.
Also, please don't tell me those treasure guardians are based on an Assasin's Creed unit...
I like the idea though, it brings back the old days of aoe with relics, but now with a twist.
Also, please don't tell me those treasure guardians are based on an Assasin's Creed unit...
Hoop Thrower- Modding Councillor
- Age : 31
Posts : 567
Join date : 2011-02-15
Re: Friday Updates
No, they aren't, but an AC unit was used for inspiration. Actually they're based on R:TW's Berserker unit.
peugeot407
peugeot407
Re: Friday Updates
It's not Friday, and this is not a Friday update, but there has been some answering of questions on AoE3H that I guessed you might be interested in:
peugeot407
super7700 wrote:I do like your idea of having fallen empires as natives, and I'm guessing there will also be typical natives as well. Will minor factions of the medieval era such as the Scottish, Welsh, Irish, Swiss, Burgundians, Sicily, Hungarians, Portguese etc. be represented either as natives or any other way?
I wrote:Well, (...) there's four types of civs in Knights and Barbarians, all illustrated with examples from roughly the same area:
1. Playable civs: Obviously the most important set of civs, chosen to be representative of Europe and the Middle East in our timeframe. Example: French
2. Revolution civs: The second most important set of civs, chosen because they played a major role in the late middle ages and renaissance, or because they didn't exist before then. Example: Burgundy
3. Barbarian civs: The so-called 'Empires of Old'. A simple guideline is that these empires are post-Roman, but pre-Crusades. Example: Franks
4. Mercenary civs: They're not really civs in themselves, but they're the last way of incorporating a reasonably important civ in K&B, by adding a mercenary unit from that nation. Example: Swiss
There will be deceptively little Revolution civs in the Prologue, since the Saracens, Turks and Crusaders won't have the Revolution feature (Saracens and Turks have the Race Track feature instead, Crusaders have the Chapter House feature), and as such the Italians and Byzantines are the only civs in the Prologue that will get a choice of revolution civs.
peugeot407
Re: Friday Updates
There will be only 1 Asian Ui civ in this mod?
Hoop Thrower- Modding Councillor
- Age : 31
Posts : 567
Join date : 2011-02-15
Re: Friday Updates
There will only be one playable Asian civ, the Mongols. There will be multiple Asian mercenaries though...
peugeot407
peugeot407
Re: Friday Updates
No, I meant with asian UI, in the sense of export, or whatever name you gave that resource here...
Hoop Thrower- Modding Councillor
- Age : 31
Posts : 567
Join date : 2011-02-15
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