You must be logged in to post messages.
Please login or register

Scenario Design and Modding
Moderated by Suppiluliuma, PhatFish, Fisk, Epd999

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Age of Empires: Beyond the Indus Expansion
« Previous Page  1 2 3 4 5 ··· 10 ··· 12  Next Page »
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).]

Replies:
posted 09-23-16 01:31 PM ET (US)     51 / 302  
The work that needs to be done on the general building is making the gate brown & layered like the other stables, the fence smaller & fixing the lighting.The building looks very Slavic imo. I'm going to see what others think of the style before making any more comments.

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 09-23-2016 @ 04:58 PM).]

posted 09-23-16 10:06 PM ET (US)     52 / 302  
I picture brighter colors for Indian, like maybe more gold instead of the gray and black tones?

For what it is, though, I do like that stable. Good job so far.

[This message has been edited by Highwing (edited 09-23-2016 @ 10:07 PM).]

posted 09-24-16 01:22 AM ET (US)     53 / 302  
Looks great! I agree with Epd's suggestions, the tent needs to be resized too, unless it's for elephants?
Idk anything about the ancient indian architecture, but this color scheme is unique compared to the old sets, golden might be confused with yellow pc.
posted 09-24-16 01:29 AM ET (US)     54 / 302  
Maybe gold wouldn't be appropriate, but the colors just look too dark in general.
posted 09-24-16 03:53 AM ET (US)     55 / 302  
A light ground like brown would work, as I believe their buildings were generally made from clay.

The tarp is to big and even if it for elephants I still stand by what I said. The building size is fine, the fence is to big, the gate should be brown and layered etc.

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 09-24-2016 @ 03:54 AM).]

posted 09-24-16 07:28 AM ET (US)     56 / 302  
While work is going on with the Indian/south eastern Asian architecture I am going show some links for insiperations for the Northern European Set

Walls
http://kunstundfilm.de/wp-content/gallery/die-welt-der-kelten/19_animation-steintor-heuneburg_r.jpg
https://upload.wikimedia.org/wikipedia/commons/c/cb/Oppidum_manching_osttor.JPG
http://www.ancient-celts.com/heuneburg.jpg
https://upload.wikimedia.org/wikipedia/commons/5/5f/Heuneburg_(Diorama_-_Ausschnitt_im_Heuneburg-Museum,_Hundersingen).JPG
https://s-media-cache-ak0.pinimg.com/originals/96/67/f4/9667f4cf2c6761e531472f8f7777e340.jpg
http://www.megalithic.co.uk/a558/a312/gallery/Central_Europe/Switzerland/dkl_Oppidum3.jpg

Houses
https://s-media-cache-ak0.pinimg.com/564x/d3/03/fa/d303fa9fb6ecfd94fd1f5938c1a7fa9f.jpg
http://3.bp.blogspot.com/-fXhY56uDYfQ/VFPe4FBhdXI/AAAAAAAAGSs/wqt_FNBRylI/s1600/langhaus_neol1.JPG
http://www.scottishheritagehub.com/sites/default/files/u12/Fig_27_top_Balbridie.jpg
http://www.scottishheritagehub.com/sites/default/files/u12/Fig_27_bottom_Crathes.jpg
http://www.dandebat.dk/dk-images/970p.jpg
http://www.uffes-smedja.nu/longhouse.JPG
https://upload.wikimedia.org/wikipedia/commons/b/bd/Roundhouse_(dwelling)_Celtic_Wales.jpeg
http://resources.woodlands-junior.kent.sch.uk/homework/celts/images/house.jpg
https://s-media-cache-ak0.pinimg.com/564x/ed/57/30/ed57302fa7aa0bc2317282dff5b25c21.jpg

Buildings
http://65.media.tumblr.com/tumblr_m1psycPubG1r4106ao1_500.jpg
http://www.philarm.com/category.aspx?pageSelect=prehistoric#1
http://www.gaulois.ardennes.culture.fr/mediatheque/communs/images/grand_format/1/498_2.jpg
posted 09-25-16 05:46 PM ET (US)     57 / 302  
I think the first hurdle would be the graphics, we can't really get anywhere with it until we have the darker player color bug fixed or avoided, is there anyone who actually has the knowledge to fix something like that or even convert SLP Studio to run on a 64bit system? Alternatively we need someone who has 32 bit computer or the ability to run a Windows XP emulator (which I can't).

If anyone knows how to fix Turtle Pack or is happy to do all the image converting on a 32bit system, that would be much appreciated.

Lastly, has anyone got contacts with aoe_scout, I haven't seen him around as of late and was wondering if he had any time to contribute or guide the 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?
posted 09-25-16 06:54 PM ET (US)     58 / 302  
I'm not sure about anything with .slp files, nor would I know how to set up Win XP. Maybe we should all get in contact with our older family members for that .

I will work on some of the buildings and possibly some of the units for the expansion. What are you working on, Epd999?
posted 09-25-16 07:53 PM ET (US)     59 / 302  
At the moment I'm not working on any specific task, I have measly abilities when it comes to graphics and fewer still with programing, though I can edit .dll, .dat & .slp. So really I'm guiding progression on at this point.

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?
posted 10-05-16 01:15 PM ET (US)     60 / 302  
Hey. Epd, Phatfish, and Eurotool. Are you guys willing to commit to this project? We will have to keep in contact regularly, and you guys should pick some of the role Jan DC had listed that would be needed. That way we can get this unofficial expansion started. I can do some of the Indian buildings.
posted 10-05-16 09:45 PM ET (US)     61 / 302  
These are the jobs I can do:
- Data editing
- Research
- AI creating/editing
- Beta Testing(ish)

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 10-05-2016 @ 09:45 PM).]

posted 10-06-16 04:04 PM ET (US)     62 / 302  
EPD, can you use skype to stay in contact? It is the best way to regularly discuss the expansion's progress.

Also. We should discuss these ideas about the expansion.

The name, we've come up with two decent ones so far. Any more suggestions are appreciated.
-Road to India
-Beyond the Indus

What civilizations should be added in the Indian architecture set.

What bonuses and the tech tree each civilization should have.
posted 10-07-16 07:01 AM ET (US)     63 / 302  
Mayura,chola,Sinhalese(hela) kingdoms can be used.
Chola's are a good option to represent the southern part of india as they conquered kerala pandya pallawa and parts of sri lanka.
Mayurans pretty much conquered all of india and fought of Alexander the great.
Sinhalese or hela people are totally different to india and fought with south indian invaders for centuries.

Btw can someone update the first post with what is new in this project.

[This message has been edited by Mahazona (edited 10-07-2016 @ 12:44 PM).]

posted 10-07-16 08:12 AM ET (US)     64 / 302  
So no southeast Asian civs? I'd do 2 Indian and 2 southeast Asian to cover both.
posted 10-07-16 01:21 PM ET (US)     65 / 302  
Southeast Asian meaning what? Hong Bang and something else? Would they have the same architectural set as Indian? I personally don't think Hong Bang should look Indian, but maybe there's architecture that would work for both Indian and Southeast Asian?
posted 10-07-16 03:22 PM ET (US)     66 / 302  
All RoR civs use the same set and are from 3 continents, so what's the issue exactly?

I still think that having civs from different regions would be benificial to the gameplay as opossed to only indians, would they all have elephant bonuses? A camel civ and a chariot civ might be cool too.
posted 10-07-16 08:25 PM ET (US)     67 / 302  
I agree it will not be much of an issue,we should try to follow the original expansion as much as possible much like the aoe 2 FE mod.
posted 10-07-16 10:12 PM ET (US)     68 / 302  
I thought that since we voted on Indian (if the voting is even done), the new civs should stay as close as possible to Indian. Sometimes this can be stretched a bit, of course.

[This message has been edited by Highwing (edited 10-07-2016 @ 10:14 PM).]

posted 10-08-16 03:32 AM ET (US)     69 / 302  
Add a Celts (and maybe Norse/Saxons) civ or something, What really irks me about AoE is the lack of a Northern European civ until AoK came out, that and it would make those Gaul Missions in the Caesar Campaign a lot more fitting.

Creator of AoM Expanded Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1828492742) and Mod on AoEWiki (Morayus1)
posted 10-08-16 08:11 AM ET (US)     70 / 302  
Would they have the same architectural set as Indian? I personally don't think Hong Bang should look Indian, but maybe there's architecture that would work for both Indian and Southeast Asian?
The architecture sets in the original game didn't make any sense either so I don't think it's a big issue.
we should try to follow the original expansion as much as possible
I agree. Just add the same amount of things RoR added. It will be more appealing to the general public and taking on a too big scope never works out.
I thought that since we voted on Indian (if the voting is even done), the new civs should stay as close as possible to Indian
Imo opinion it would be more interesting for the campaigns and tech trees/civ bonuses to include the southeast as well. 4 Indian civs seems a bit too many to me.

The polls are a bit of a mess and it's hard to say how representative the results are . Still atm both polls combined have:
Northern - 22
Indians - 22
Nomads - 13
Meso-americans - 12
Africans - 10
Polynesians - 4

Indians were in the lead most of the time though. What we also can do is to raise awareness by posting it on reddit to get more people involved.
Add a Celts (and maybe Norse/Saxons) civ or something
That's the idea if the Northern building set wins the vote. Because the amount of work involved in modeling a whole set it's more realistic that we just stick to one set for now.

[This message has been edited by Jan dc (edited 10-08-2016 @ 08:16 AM).]

posted 10-08-16 10:02 AM ET (US)     71 / 302  
One new buildset,4-5 new units,one or two new gameplay features would be more than enough as the community is small.

Using already created assets will speed this up rather than doing everything from scratch.
posted 10-08-16 03:36 PM ET (US)     72 / 302  
As mentioned I may be able to do some sound effects, beta test, maybe some designing, an UI, post about the expansion on the main site.

I'll leave the poll open for another week. Indeed it is a close call between Indian and Northern, so we'll see what the result is when the poll is closed.

We need either the support of Chab or aoe_scout before we could have something tangible though. I don't know anyone else (todler?) who could modify the .exe.

Also, what Mahazona said.
posted 10-08-16 04:31 PM ET (US)     73 / 302  
I don't have any experience with the exe.

I think having Chab on board would be very good, even if it's based on UP and you can easilly add the civs etc.

Also as casual myself i'm interested in fully fletched(map art) campaign and this should be a main focus but it wasn't mentioned so far.

Another maybe down the line is contacting expert competitive players for the balance.
posted 10-08-16 07:19 PM ET (US)     74 / 302  
I think we should do Indian/South East Asia first before we work on the Northern Civilisation

This is the list I would like the Civilisation groups would be added in the following order

1.Indian/South East Asia
2. Northern
3. Nomadic
4. African

The reason why I did not list the meos-americans is frankly realistically they would be limited to the Tool Age as the most advanced of pre-columbian native american civilizations did not use bronze beyond jewelry until the Icans which is outside of the time period of Age of Empires 1 and more in line with Age of Empires 2

[This message has been edited by knightse72 (edited 10-08-2016 @ 07:47 PM).]

posted 10-09-16 05:22 AM ET (US)     75 / 302  
If I can help on specific subject I will give it a try, as I always did until now when people asked for specific features on the forums.
You think you may not need guys working on AI files, as I already developed the necessary feature to create it dynamically according civ tech tree/bonus. It even adapts to custom units that are not from standard game. And my in-game tech tree viewer also supports custom units/tech trees.

However I've already spent hundreds of hours developing an architecture and a framework that is compatible with anythin/any possible mod so i'm not spending more time on this (I don't even have time to complete my own features).
« Previous Page  1 2 3 4 5 ··· 10 ··· 12  Next Page »
Age of Empires Heaven » Forums » Scenario Design and Modding » Age of Empires: Beyond the Indus Expansion
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Empires Heaven | HeavenGames