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Old June 1, 2003, 00:56   #31
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AWESOME! Great work!
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Old June 1, 2003, 01:45   #32
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Haha. Well encouragement all the same. Considering how much better you made C3 I don't mind waiting.

For all BHG sells this as an TBS meets and RTS it really is just AOK without the anoying microing and with way cooler features. It is the RTS skills that wins the game, not the TBS skills.
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Old June 2, 2003, 17:03   #33
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Sn00py, you seem to have misunderstood my cave question. I meant, when a person plays a Quick Battle Solo game of RoN, what is the importance of your 'cave'? Is it the starting point of the new nation, a garrison of sorts, something completely different, or a joke to fool poor idiots like me.
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Old June 2, 2003, 21:58   #34
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oh its the starting point
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Old June 2, 2003, 23:39   #35
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The cave is where your adoring citizens build you a castle right? Like civ?
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Old June 3, 2003, 06:48   #36
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By "starting point" Sn00py, do you mean your citizens emergeth from the cave, or they just appear next to the cave and start builidng your empire? Another question, how many resources will you start off with, and what buildings will a player be allowed to build at the start of the game?
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Old June 3, 2003, 12:06   #37
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a castle? If I know what you are thinking, then yes.

and yes XBob, your citizens emerge from the cave.

I'm not sure about resources or buildings just yet.
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Old June 3, 2003, 16:40   #38
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Any idea when it will be ready? An estimate would be nice, so I know when I´m going to buy RoN
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Old June 3, 2003, 16:58   #39
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yes...after having played the trial version, i am realizing how awesome a scaled-down, slower version of the game would be.

please...keep up your work...this mod will be excellent.
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Old June 4, 2003, 12:15   #40
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no idea carlos, i'm not even sure if some of the things I want to do are possible
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Old June 4, 2003, 12:28   #41
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pretty cool with the simcity graphics, but maybe a bit mismatched with other units and buildings
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Old June 4, 2003, 15:41   #42
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i think slowing down the tech tree and game speeds, as discussed in other threads will do this mod lots of good. think about it.

maybe you (/we, if you want to share credit with the rest of us) should also line up what do we expect from this mod?
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Old June 4, 2003, 18:43   #43
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yes well a total conversion mod should be a group effort...each person doing their own part ....

i posted on another thread about a system for integrating multiple mods into a one, rather then straight file swapping mod.
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Old June 4, 2003, 20:53   #44
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ODV: I will have to change all the buildings, but you're right about the simcity graphics, they don't fit; but I just wanted to see what a city-scaped graphic would look before I attempted to do the real work.


Joining as a team doesn't bother me, but I hope that our ideas don't conflict
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Old June 5, 2003, 03:15   #45
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well u have to pick the right team i suppose .ie) people who are willing to compromise, but nothing wrong with variation on a total conversion mod to satisfy every member. it more about sharing knowledge and learning the ropes of modding this game. someone jhas to be in charge of course, to set the overall aim of the mod, and what sort of principal they wish to follow as far as a mod. Like for civ mod, is the idea to create a mod that is as close as possible to civ. or just tried to be in terms of only select elements etc? Is the idea also to add more realism, at the expense of other factors like gameplay/balance possibly. That has to be at least planned out ahead of time, so that u only get people on the team that has the same overall vision before joining.
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Old June 6, 2003, 19:24   #46
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I think it'll be interesting to pitch ideas of what would make RoN more civ like.


I'm not suggesting we make this "everyone's project".

I'm just suggesting that for such an important project, sn00py should consider some input from other people
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Old June 6, 2003, 22:45   #47
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Siro, I certainly am interested in ppl's ideas. I'm really only good with the graphics. Balancing and stuff like that completely goes over my head like a stealth bomber.
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Old June 8, 2003, 00:37   #48
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hey sn00py, is there any chance instead of the 3 man army that is standard units, make it 5? or 6? so we could see large scale wars. (maybe even 2 artillary instead of single?) AWSOME work BTW.

edit: Also i see that your picture says 7FPS, which isnt good...im hoping you have a really bad pc?

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Old June 8, 2003, 02:33   #49
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yes u can have more then 3 according to some other modders ive read here but theyve had problems with the units all bunching into the same spots as the 3 man config...there maybe a way to fix this but no one has posted about it
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Old June 8, 2003, 08:51   #50
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omega, I got those screenshots on a slower computer, I've recently upgraded, I average at 20fps now
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Old June 8, 2003, 17:57   #51
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Truth be known I would like even larger troops than 5 or 6. I'd really enjoy a whole rack of units in a troop, like they do in Medeival Total War, Praetorians and such, but that's just me and most likely the computer wouldn't be able to take that many units. I also like the two artillery idea, that's one to hang on to Sn00py.

And while I'm rambling about my stupid ideas, I really miss walls. Why doesn't RoN have walls? Walls are good, walls are great...think there's any hope for walls, Sn00py?
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Old June 8, 2003, 18:22   #52
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EDIT: Double post...
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Old June 8, 2003, 18:23   #53
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Walls??? No please no..! Unless walls are more realistic as opposed to all RTS games that has them, they are boring... (And no, I'm not typically the person who prefers realistic games... it's just in this case)
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Old June 8, 2003, 18:52   #54
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Why in this case ADG, after all, RoN is no more realistic than some other games I've played, if anything it's less realistic. Gathering metal from whales, units becoming totally invisible, and going through all of history in less than an hour aren't exactly realistic. RoN is fun because of it's un-realism, as are all games of the genre.


BTW: What exactly do you propose by 'realistic' walls?

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Old June 8, 2003, 19:26   #55
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What I mean by 'realistic walls' is (Now lets see if I can make this understandable):

A wall (or part of a wall, if more walls are joint together) shouldn't just act as all other buildings in RTS games... they should have different hit points, based on "where on the wall" it's shot at... Lots of shots at the top of the wall, might kill the archers standing there, while shooting at the bottom of the wall, might make it collapse (But requires more shooting)...

the more shots there has been fired at the top of the wall, destroys the defense (Making it easier to kill the archers standing on the wall)...

There should also be some ways to get over the wall, without destroying it, by making the solders climb the wall, with the use of ladders... a dangerous attemp, but makes it easier to fight the archers, if succesful. Those standing on the wall might have the possibility to pour (?) some hot liquids down on the enemy, to defend themselfes...

...and walls should be much stronger than normal buildings, and should never dissapeir (ruins anyone?)... even ruins could give some defense, for the defender...

...or something like that...



The reason why I prefer realism in this case, is because normal use of walls (as in those RTS games I have seen walls), the walls are just too simple to be fun... actually so simple, that it hurts the gameplay...
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Old June 10, 2003, 00:30   #56
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JUST SAY NO TO WALLS!

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Old June 10, 2003, 17:39   #57
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walls are just pointless to this game. how many 20ft high walls can you find in all the world. the main place was mideval europe were everyone was killing each other. also walls arn't these cheap fast built structiers that games get wrong. there EXPENSIVE and take VERY long to build. you can make a deffence structures that give bounus to troops behind them.

ancient-classic gets log spikes.
medieval gets pallisades/stone walls.
gunpowder-enlightment get stone entrenchments. industrial gets barbed wire.
modern gets sand bags/ concrete bunkers w/ mine field. and information gets concrete bunkers w/ AA/AT gun
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Old June 15, 2003, 15:10   #58
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Quote:
Originally posted by Bunny-Of-Death
walls are just pointless to this game. how many 20ft high walls can you find in all the world. the main place was mideval europe were everyone was killing each other. also walls arn't these cheap fast built structiers that games get wrong. there EXPENSIVE and take VERY long to build. you can make a deffence structures that give bounus to troops behind them.

ancient-classic gets log spikes.
medieval gets pallisades/stone walls.
gunpowder-enlightment get stone entrenchments. industrial gets barbed wire.
modern gets sand bags/ concrete bunkers w/ mine field. and information gets concrete bunkers w/ AA/AT gun
In modern it would be better with concrete bunkers, barbed wire and tank traps (you get the sandbags from the general)
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Old June 15, 2003, 15:15   #59
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Quote:
Originally posted by Bunny-Of-Death
walls are just pointless to this game. how many 20ft high walls can you find in all the world. the main place was mideval europe were everyone was killing each other. also walls arn't these cheap fast built structiers that games get wrong. there EXPENSIVE and take VERY long to build. you can make a deffence structures that give bounus to troops behind them.

ancient-classic gets log spikes.
medieval gets pallisades/stone walls.
gunpowder-enlightment get stone entrenchments. industrial gets barbed wire.
modern gets sand bags/ concrete bunkers w/ mine field. and information gets concrete bunkers w/ AA/AT gun
hi ,

the border between egypt and libia , the border with tunesia and libia , loads of private houses in south africa , Israel , saudi arabia , loads of modern day army or navy bases , ......

the iron curtain was not build a 1000 years ago , ....

have a nice day
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Old June 15, 2003, 16:38   #60
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Then there was the Maginot Line...
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