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AoE/RoR Modding and Discussion
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Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » Age of Empires: Beyond the Indus Expansion
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Topic Subject:Age of Empires: Beyond the Indus Expansion
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Epd999
Scout
posted 09-01-16 03:12 PM ET (US)         
The expansion is looking promising, we are steadily doing our own part at our own pace and have made (and not made) multiple decisions regarding the expansion. Wish us luck, if you would be so kind.

Features:
Indian Building Set
4 new Civilizations - Alpha stage bonuses
X new Researches (Decided on)
5 new Units (Decided on)
New Interfaces
New Menu Backgrounds (Working on)
Game improving features
New Soundtrack (Working on)

Hurdles:
Turtle Pack Glitch, when two darkest player colours do not change player colour
Anything that is hard coded.

Notice
I would ask that people on the team would refrain from publicly sharing what the new content is in the expansion for now.

Job List:
Epd999: Data editor, Death Match AI maker
Phatfish: Soundtrack, UI
yohomes2: Modeling & Post processing
Todler: Modeling & Post processing
Chab: Software editor
Mystery Man: ...

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 04-13-2017 @ 07:59 PM).]

AuthorReplies:
PhatFish
Mr. Beta
posted 10-14-16 12:20 PM ET (US)     101 / 251       
I have no experience creating textures.
CustomizeAOE has more features, less user friendly and not us popular
Functionality over popularity and user friendlyness, IMO.

As far as I know CustomizeAoE has the following AoK features: Triggers, Map Copy and re-seedable farms.
shift clicking adding 5 in the queue, villagers automatically going to work after putting down a resource drop-off building
Yes please!



Highwing
Clubman
posted 10-14-16 02:40 PM ET (US)     102 / 251       
As far as I know CustomizeAoE has the following AoK features: Triggers, Map Copy and re-seedable farms.
Doesn't it have rally points too? That would be a nice feature to see in an expansion.
Epd999
Scout
posted 10-14-16 09:07 PM ET (US)     103 / 251       
With a maximum of 5 new units to choice from, it is going to be difficult. Here is a list of units that would fit in Age of Empires:
Infantry - Hand-Axeman, Maceman, Dagger-Axeman, Warrior, Brute, Beserker?, Pathfinder, Spearman, Immortal, Skirmishers/Peltast, Strong Slinger
Archer - Archer, Atlatlist, Heavy Bowman, Crossbowman, Bamboo Bowman, Heavy/Scythe Chariot Archer, Camel Archer, Armored Elephant Archer
Stable - War Chariot, Light Cavalry, Armored Camelry, Heavy Camel Rider
Ship - Dromon?, Quinquereme, Naval Ram
Siege - Siege tower, Battering Ram, Flamethrower/Fire Siphon?
Passive - Trader/Merchant, Caravan, Druid

There will be others I have missed but that is all I have for now

My pick would be if...
Indian Themed - Trader/Merchant, Armored Camelry, Naval Ram, Camel Archer & Archer/Bamboo Bowman
Northern Themed - Light Cavalry, Spearman, Trader/Merchant, Crossbowman/Druid & Battering Ram/Naval Ram
Meso-American Themed - Warrior, Pathfinder, Atlatlist, Naval Ram, Trader/Merchant & Skirmishers/Peltast
Nomadic - Heavy/Scythe Chariot Archer, Light Cavalry, Armored Camelry, Trader/Merchant & Pathfinder
African - Light Cavalry, Spearman, Atlatlist, Naval Ram & Trader/Merchant
Polynesian - Warrior, Pathfinder, Druid, Spearman & Skirmishers/Peltast

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 10-14-2016 @ 09:25 PM).]

Highwing
Clubman
posted 10-14-16 10:31 PM ET (US)     104 / 251       
I always liked how RoR has three completely new units (Slinger, Camel, Fire Galley) and two new upgrades (Scythe and AE). Something like this might not be a bad formula to follow, in my opinion. That could help the decision-making.
Mahazona
Clubman
posted 10-15-16 01:20 AM ET (US)     105 / 251       
I agree the original formula is best and we already have 2 new upgrades slinger and camel competed alreday.

For new units we have the merchant and the flame thrower alreday done.Can use the hero jason as a new unit too.

Main focus of adding units should be balance rather than anything else.
Epd999
Scout
posted 10-15-16 03:56 AM ET (US)     106 / 251       
I always liked how RoR has three completely new units and two new upgrades
That doesn't sound to bad actually. We'll do that then.
For new units we have the merchant and the flame thrower alreday done.Can use the hero jason as a new unit too.
I agree with you on the Merchant, but not the others. I never really liked the concept of the Flamethrower (becoming the strongest melee unit in the game when todler implemented it) and the lateness of the flamethrower (800 CE). Fire ships were used in naval warfare (Though not quite how age of empires portrays them) in 400 BCE. I think that either we swap the formula around and add naval ram to the fire galley or we add the battering ram. The Khopesh Warrior would probably work if we were doing a unique unit for Egypt kind of thing and doesn't feel right imo. (I have an idea on how to use it though but I'm not sure if it would work for aoe & also wanted to write more info on how it it wouldn't work but didn't have time )

If I had to choose the 5 units that would be added (not architectural specific) it would be: Trader/Merchant, Naval Ram, Armored Camelry, an anti archer unit (skirmisher/camel archer/strong slinger etc.) & Battering Ram or Siege Tower

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 10-15-2016 @ 01:42 PM).]

todler
Clubman
posted 10-15-16 04:53 AM ET (US)     107 / 251       
Having diversity and usefulness for old civs should be main focus for the units. Keep in mind they are not unique but common, unless you go the road of exclusive indian etc tech trees?

For RoR, because of their late empire, it wasn't hard to add Elephants and Camels in the mix.

Also not all buildings have slots for new unit lines, hence why upgrades are chosen to fill in. If elephants are not moved, Archery Range and Stables have no free slots. Dock is full too(i'd really love a new ship though...)

This leaves Barracks, Siege Workshop and Academy(you could put archers here i guess).
Mahazona
Clubman
posted 10-15-16 05:42 AM ET (US)     108 / 251       
In that case maybe go for 3 upgrades and 2 new units?
I think some civis don't have an academy so adding more units there might unbalance that civi.
If I remember right there was an elephant unit with no rider maybe he can be a siege type of unit for the indians?I doubt the ingame use of rams or ram ships.
XLightningStormL
Clubman
(id: TheBronyKing11)
posted 10-15-16 06:07 AM ET (US)     109 / 251       
Would love elephants moved to academies though, would have them as a larger incentive to be built, and could be used as an alternative for non-hoplite civs (I honestly don't see the lack of it as 'unbalanced')

As mentioned the theme for new units, should be dependent on the theme, but nevertheless should at least contain the Caravan and maybe the Battering Ram.

I'd say for Northern: Strong Axeman, Caravan, Battering Ram, Light Cavalry and the Spearman (possibly a spearman line?).

I don't think there should be a point for adding a druid, it just sounds like a priest.

In terms of new techs, I would like to see an RoR version of Thumb Ring (since Thumb Rings were actually things even before Sumeria)

(Are there any deadlines for the poll results?)

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038
Jan dc
Clubman
(id: Den cekke)
posted 10-15-16 07:47 AM ET (US)     110 / 251       
I have no experience creating textures.
What kind of Photoshop skills do you have?
Doesn't it have rally points too? That would be a nice feature to see in an expansion.
Yes, also a thing added in aoe2.

Empty slots are indeed a concern but also keep in mind that any new units need to be generic so the old civilizations can also get them.
Mahazona
Clubman
posted 10-15-16 09:48 AM ET (US)     111 / 251       
we can add the already completed units buildings eye candy etc as scenario editor objects so they wont go waste.
Jan dc
Clubman
(id: Den cekke)
posted 10-15-16 12:30 PM ET (US)     112 / 251       
Or we keep them for the sequel to this expansion .
Epd999
Scout
posted 10-15-16 01:42 PM ET (US)     113 / 251       
Would love elephants moved to academies though
I'm in favor of freeing up space in the Stables & Archery Range.
Are there any deadlines for the poll results?
Not officially but we may need to start rapping it up soon.
don't think there should be a point for adding a druid, it just sounds like a priest.
I thought a druid would be a kind of defect unit that lowers line of sight, attack and/or speed of enemy units in its Line of Sight
we can add the already completed units buildings eye candy etc as scenario editor objects so they wont go waste.
We could do that or... Use them in the next expansion .

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 10-15-2016 @ 01:43 PM).]

Highwing
Clubman
posted 10-15-16 02:32 PM ET (US)     114 / 251       
I'm not so sure about moving elephants to Academy. Wouldn't that be too much of a departure from the original AoE/RoR? Also, what would be the logical explanation for it? War Elephants/AEs are trained at the Stable because they're animals, Elephant Archers are trained at the Archery Range because they're archers.

However, it still would be nice to have something totally new at the Academy. There wasn't much reason to have the Academy with just one unit there, since the Hoplite line could've been in the Barracks.

A more primitive spearman would be great, though I think such a unit should be available in Tool. And I don't think the Academy should be moved to Tool (too advanced for Tool Age).
Epd999
Scout
posted 10-15-16 03:47 PM ET (US)     115 / 251       
I have contacted the riseofrome.net forum for beta testers.
I'm not so sure about moving elephants to Academy.
I just said I was in for freeing up space, it doesn't seem right doing it but unless we can add a second train page it is the only way we ca do it unless we add a new building.
However, it still would be nice to have something totally new at the Academy.
We could look at it like a place to train unique units like the age of kings castle, with unique technologies as well.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 10-15-2016 @ 03:48 PM).]

Highwing
Clubman
posted 10-15-16 04:08 PM ET (US)     116 / 251       
If it's decided to move any units at all, it might actually make more sense to move chariots to the Academy, considering the nobility surrounding them and the skills and experience required for driving a chariot.

[This message has been edited by Highwing (edited 10-15-2016 @ 04:30 PM).]

XLightningStormL
Clubman
(id: TheBronyKing11)
posted 10-16-16 04:04 AM ET (US)     117 / 251       
But then again Chariot require horses which are animals, and should be at the stable

congratulations you played yourself

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038

[This message has been edited by XLightningStormL (edited 10-16-2016 @ 04:04 AM).]

PhatFish
Mr. Beta
posted 10-16-16 01:42 PM ET (US)     118 / 251       
Game improving features like: the ability to double click a single unit, select others of the same unit-type and unit queuing, selecting more than 25 units
These are RoR features right?

So the AoEH poll results are in with the Northern architecture having won the voting round, and the Indian architecture coming in second with only one vote less.

Just to get this out of the way: I have the ability to increase or decrease the amount of votes, being an admin, but did no such thing (never have, btw). To my knowledge everything went fair.

We have two options: Either we stick to the poll result, or since the results are so incredibly close, we do a compromise - I know many of you would rather have the Indian set, which would be fine with me, so in that case I would suggest we add a few Northern style buildings and eye-candies but the main focus would be Indian, or, vice versa.



PhatFish
Mr. Beta
posted 10-16-16 01:47 PM ET (US)     119 / 251       
What kind of Photoshop skills do you have?
Basic skills, I don't know all of the functions (have an older version, CS2), but enough to make nice things I can do the main UI if you like.

Double post because I can. BAM.



Epd999
Scout
posted 10-16-16 02:12 PM ET (US)     120 / 251       
Phatfish ending the poll prematurely and without any ones knowledge has made it difficult. But we have decided to stick with Indians since progress has already been made on the graphics, sorry to those who wanted Northern themed civilizations. On the other hand Phatfish I have emailed you in regards to our Skype group. It should make decisions swifter and will give us more time to communicate.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 10-16-2016 @ 02:13 PM).]

PhatFish
Mr. Beta
posted 10-16-16 02:17 PM ET (US)     121 / 251       
ending the poll prematurely and without any ones knowledge
Last week I announced that I would be keeping the poll open for one more week, it's in this thread.

I'll look in my e-mail and let you know.



Highwing
Clubman
posted 10-16-16 08:40 PM ET (US)     122 / 251       
congratulations you played yourself
Nope. I was just saying it would make more sense to move chariots to the Academy than it would elephants "if it's decided to move any units at all," but I don't really think either should move if it can be avoided.

[This message has been edited by Highwing (edited 10-16-2016 @ 09:25 PM).]

XLightningStormL
Clubman
(id: TheBronyKing11)
posted 10-17-16 08:41 AM ET (US)     123 / 251       
On the whole Idea of the "Bamboo Bowman" idea since...

Actually wait, wouldn't it be more fitting to have a Heavy Chariot Archer? Since the Mauryan Indians were still using chariot archers and the related, although I'd be game for the Improved Slinger (better than Strong Slinger btw) or maybe even an Armored Elephant Archer to fit the Indian theme.

The Naval Ram I see no point at all since the Dock has a lack of space, and even then if you can get around that, without a proper working true counter system, blah blah, just add a Siege Elephant (with a Ballista) or Battering Ram or something.

As for Civs here are some plausible options:
Mauryans
Bamars
Malay
Indus
Viets
Bactrians

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038
Highwing
Clubman
posted 10-17-16 01:35 PM ET (US)     124 / 251       
Out of all the possible units to have upgrades for, I would vote Slinger and Camel over anything else.

An upgrade to Elephant Archer would be good, but what do people think of a totally new kind of elephant unit that could be added (unrelated to Archer or AE)? What I mean is an elephant unit that uses a different weapon or form of combat (spears or something). I thought that might be interesting. Just an idea.

[This message has been edited by Highwing (edited 10-17-2016 @ 03:56 PM).]

chab
Clubman
posted 10-18-16 10:48 AM ET (US)     125 / 251       
As far as I know CustomizeAoE has the following AoK features: Triggers, Map Copy and re-seedable farms.
Doesn't it have rally points too? That would be a nice feature to see in an expansion.
F9 key actually makes idle military units go to mouse position.
There are some other similar features in customizeAOE, like setting a destination for newly-spwaned units, buttons to tell catapults (or other units) not to auto-attack villagers, set a position to defend (when unit is idle, it comes back to the position), multi-queuing of different units (e.g. 1 clubman then 1 slinger then 1 clubman again) etc.

As for new game modes, I recently developed a "Age of might and magic" mod where units sometimes spawn as epic (with unique - improved - attributes), and where units can reach levels (and get better attributes) after killing a certain amount of enemies.
I've thought about adding a mod where you can choose random civs (civs tech tree and bonuses are generated at game start, randomly). Strategy generation would allow this mod to be compatible with SP games. But I've not worked on this at all at this point.
Also, as Phatfish said, triggers allow to create very new kinds of scenarios
PhatFish
Mr. Beta
posted 10-20-16 08:10 AM ET (US)     126 / 251       
So the final decision was made to go for the Indians. Stickied.



XLightningStormL
Clubman
(id: TheBronyKing11)
posted 10-22-16 09:02 AM ET (US)     127 / 251       
I think I better Idea would be to call it an "Southeast Asian Build Set" and focus more on South-East Asia than the Indian subcontinent, just because a majority of the RoR community is from, or has close-ish heritage from the Indian subcontinent, or the "we already have some assets done for it" argument doesn't mean we have more than 1 Indian civ.

There is only so much you can do with the Indians, so it's just better to have a maximum of just having Mauryans in general, because having more of one civ that his historically the same is like having Two American Civilizations for each game the US appears in, that and obviously how Age of Empires 2 by 'Microsoft Games' or 'FE Canon' only has 1 playable Indian civilization, especially comparing to the Rise of Rome civs, that were connected to loosely with other civilizations (Even the Macedonians were a far cry from the Greeks, both in-game and IRL, as the Macedonians were the first to introduce Cavalry and Foot Archers on a massive scale in Hellenic Warfare, and how they were unified under a kingdom rather than the squabbling states of the Hellene City States)

So for Uniqueness, Age of Empires 2 Standards and "Lore", Logic and Expansion Framework, We should have four new civs that are located in South-East Asia and the Indian Sub-Continent, that are loosely related to each other, and are unique, and in no way just overshadowing 'clones' of each other, and thus just 1 Indian civ.

As mentioned above, we could keep the "Indian" theme but go with some-what related civs: Mauryans, Sri-Lankans, Bactrians, Malays, and the "South-East Asian" expansion of that could also include pretty much the list above, and anything else in SE Asia like the Tibetans and such.

(Great just What I wanted to be, an Ideas Guy again :P)

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038

[This message has been edited by XLightningStormL (edited 10-22-2016 @ 09:04 AM).]

PhatFish
Mr. Beta
posted 10-22-16 10:15 AM ET (US)     128 / 251       
How's this for an UI?




chab
Clubman
posted 10-22-16 04:15 PM ET (US)     129 / 251       
That really fits with standard UIs

I've starting working on custom tilesets and I'm making big progress.
Is there anyone that could test it when a stable build is ready ?
Mahazona
Clubman
posted 10-22-16 11:55 PM ET (US)     130 / 251       
Ui looks great but bit too bright for my taste.
PhatFish
Mr. Beta
posted 10-26-16 07:48 AM ET (US)     131 / 251       
Thanks. I actually toned the brightness down. The original UIs are pretty bright themselves.



PhatFish
Mr. Beta
posted 10-29-16 03:25 PM ET (US)     132 / 251       
So what kind of Indian type of units would you guys like to see?



Suppiluliuma
AoEH Seraph
posted 10-30-16 09:31 AM ET (US)     133 / 251       
Billions of Elephants :P

Sadly i admit that besides the use of Elephants I know little of Indian military before the middle ages. I heard that the Indus Valley civization left no traces of military artifacts.

A quick wikipedia search was...disappointing:
the [Mauryan] empire wielded a military of 600,000 infantry, 30,000 cavalry, and 9,000 war elephants alone not including tributary state allies.
they mention that the Mauryans had mighty military power and their conquests confirm that but i haven't found detailed information on that regard.

[This message has been edited by Suppiluliuma (edited 10-30-2016 @ 09:35 AM).]

XLightningStormL
Clubman
(id: TheBronyKing11)
posted 11-01-16 05:34 AM ET (US)     134 / 251       
Hmm, Looks like you might have to expand to south-east asia as well after all.

No but really do it, there is no point having 100% of the content rooted in India, and you guys really shouldn't miss the opportunity of SE-Asia, as well as India to cover.

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038
Jan dc
Clubman
(id: Den cekke)
posted 11-02-16 10:37 AM ET (US)     135 / 251       
Would love elephants moved to academies though
I'm in favor of freeing up space in the Stables & Archery Range.
We could look at it like a place to train unique units like the age of kings castle, with unique technologies as well.
Not sure if we should stray too far from the current concept or change the existing civs too much.
I thought a druid would be a kind of defect unit that lowers line of sight, attack and/or speed of enemy units in its Line of Sight
That's impossible in the current game.
An upgrade to Elephant Archer would be good, but what do people think of a totally new kind of elephant unit that could be added
I haven't modeled elephants yet so it wouldn't be for any time soon that we can have a new elephant unit.
As for new game modes, I recently developed a "Age of might and magic" mod where units sometimes spawn as epic (with unique - improved - attributes), and where units can reach levels (and get better attributes) after killing a certain amount of enemies.
I think this is better suited for a fantasy mod.
I've thought about adding a mod where you can choose random civs (civs tech tree and bonuses are generated at game start, randomly). Strategy generation would allow this mod to be compatible with SP games. But I've not worked on this at all at this point.
Also a very extensive feature that would require a lot of change. Simpler and easier features are more feasible.
One of the biggest reason most large community projects fail is due to unrealistic goals. We should go for a small scope and add things only after that's done.
Hmm, Looks like you might have to expand to south-east asia as well after all.
Who said we wouldn't?

[This message has been edited by Jan dc (edited 11-02-2016 @ 04:11 PM).]

chab
Clubman
posted 11-03-16 01:57 PM ET (US)     136 / 251       
triggers too were unrealistic (or strategy generation)...

[This message has been edited by chab (edited 11-03-2016 @ 01:57 PM).]

Jan dc
Clubman
(id: Den cekke)
posted 11-04-16 04:20 AM ET (US)     137 / 251       
triggers too were unrealistic (or strategy generation)...
I'm not doubting your capabilities, spawning epic units or creating random civilizations is just not what I think is in the scope of an expansion. Fully implemented new civilizations, units and campaigns are and that should come before anything else.
PhatFish
Mr. Beta
posted 11-04-16 03:09 PM ET (US)     138 / 251       
Looks like you might have to expand to south-east asia as well after all.
This is what ES did with RoR, I think this would be a great idea.
I'm not doubting your capabilities, spawning epic units or creating random civilizations is just not what I think is in the scope of an expansion. Fully implemented new civilizations, units and campaigns are and that should come before anything else.
I'd say any new kind of optional game mode is welcome (since it is optional, you can turn it off with a click anyways). Main focus should indeed be the core stuff that makes up the new expansion however.



PhatFish
Mr. Beta
posted 11-04-16 03:22 PM ET (US)     139 / 251       
Also Chab we added you to the skype group so we can discuss the xpack. Your input would be very welcome.



Epd999
Scout
posted 11-05-16 03:32 PM ET (US)     140 / 251       
@Highwing, I would like to talk to you privately about your work on exotic worlds and was wondering if you could contact me vie skype or email.

If anyone has any suggestions for civ bonuses feel free to share.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 11-05-2016 @ 03:33 PM).]

Highwing
Clubman
posted 11-05-16 10:07 PM ET (US)     141 / 251       
I sent an email to the address in your profile.
Suppiluliuma
AoEH Seraph
posted 11-06-16 07:22 AM ET (US)     142 / 251       
I thought discord was in and skype out :P

Back on topic: It seems like you all have great ideas. I am anxious to see how these will be implemented.
PhatFish
Mr. Beta
posted 11-10-16 10:09 AM ET (US)     143 / 251       
Do you guys like the new font for the thread title or should I change it back? It's copperplate, used by AoE



Epd999
Scout
posted 11-10-16 12:34 PM ET (US)     144 / 251       
I don't mind it. Though it does make it stand out, for better or worse.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?
todler
Clubman
posted 11-10-16 03:16 PM ET (US)     145 / 251       
I like it!
Highwing
Clubman
posted 11-12-16 10:08 PM ET (US)     146 / 251       
So what's new with this project of late?

I was wondering what the consensus was for new terrain. Snow of course isn't necessary for a mod that focuses on Southeast Asia, but it would still be great to have. Snow wouldn't be too unreasonable for the mod if you consider the Himalayas, and it could have uses elsewhere anyway.

But what about other terrains? Bamboo? Leaves? Roads? New kinds of trees? Just throwing out some ideas...
Epd999
Scout
posted 11-12-16 11:46 PM ET (US)     147 / 251       
So what's new with this project of late?
Nothing is going on, we haven't gotten anywhere our teamwork is horrible and it's a complete mess (tries to hide mischievous grin)
But what about other terrains? Bamboo? Leaves? Roads? New kinds of trees? Just throwing out some ideas...
We have not yet made any decisions on what terrains to add but the terrains bamboo and leaves have been added to the list.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 11-12-2016 @ 11:48 PM).]

Suppiluliuma
AoEH Seraph
posted 11-13-16 06:32 AM ET (US)     148 / 251       
Phatfish, why is the font of the hyperlink to this thread different from the others in the forum?
Jan dc
Clubman
(id: Den cekke)
posted 11-13-16 03:49 PM ET (US)     149 / 251       
Because the project is awesome (don't listen to Epid).
Epd999
Scout
posted 11-13-16 10:13 PM ET (US)     150 / 251       
Great Red Angel please bestow thy holy greatness onto thees unique topic. Please let the faithful seraph have they're fun grasping their new found powers. (Smiles mischievously, looks at Jans comment, smile widens )
The project is going really well

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 11-13-2016 @ 10:14 PM).]

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