Sup, this is gonna be fun... :banghead:
So what i'm working on is another WC3 version of Black & White. 2 Gods (auto enemies) and 2 pre-converted villages at the base of the god's mountain, and 8 players who can choose to be either settlers or adventurers; Settlers drawing power from the village they found, and adventurers drawing strength from their own individual training as well as the towns that are built around them.
Gods:
The gods main goal is the destruction of the other god, as well as owning all villages on the island. To meet this goal they can use; their Creature, various miracles, Villages, heroes, and any intimidation they can conjure.
They are given the choice between good and evil (no middle ground), and the creature will reflect the choice made.
Creatures gain Strength and Size from time, not training.
Villages:
Every player (including the villages that start out converted) are given a hero, and although adventurers are much stronger at later levels, they are the same strength at the start.
When a village is converted, the entire populace comes under the control of the god, except for the Leader of the village. The god may decide to let you keep the village to serve him, or to take it from you completely and run the village himself (he can give or take at any time, so good luck betraying him). But he cannot take your hero or control him.
Village Types:
Villages choose between three main government structures; Militant, Economic, and Religious.
Militant villages are strong physically and strategically. They can Raid a village with soldiers and catapults, Defend with walls and towers, and defeat the mightiest of creatures.
Economic villages manipulate the game with their gold. They can create shops to sell items to villages and adventurers, Use politics to slow and stop enemy villages, and may even purchase entire villages from other players.
Religious villages are the gods stronger allies and worst enemies. They can resist gods conversion, use counter miracles, and even freeze his creature!
Adventurers;
Adventurers play as wild cards. They can be zealots to a god, bounty hunters to economic villages, or a militant armies strongest weapon. They ally amongst themselves to take down hostile creeps attacking villages, and fight over the creed.
Creed;
Every village (included the ones pre-converted) and adventurer starts with a piece of creed. Although the benefits of the creed are very limiting to a settler, an adventurer with enough could take down both god's creatures at once.
The creed is used as an ultimate reward from a village, or the ultimate loot from the burned dismembered corpse what once was a man.
Horses;
Randomly spawned, and quite rare, these can increase the power of a single unit considerably or be used keep items.
Basic Tech Tree
StoreHouse: Used to store wood and resources. Permits Disciple Harvester.
Hovel: Increases unit capacity.
Disciple Harvester: Harvests wood, metals, and other materials.
(requires Storehouse)
Market; Used to sell and purchase resources from around the map. Basic money making tool for villages.
Barracks: permits disciple soldiers.
Library: Permits disciple worshipers.
Disciple Soldier: Basic unit for defending and attacking
Disciple Worshiper: basic unit for providing mana to prayer pools.
(Requires Market, Barracks, and Library)
Storehouse>Armory: choose Good/Evil. Damage vs. Armor.
Storehouse>Church: choose Good/Evil. Precision vs. AOE
Storehouse>Trade Center: choose Good/Evil. Money vs. Influence. permits Disciple Traders.
Disciple Trader: Travels from your Trade center to an adjacent town's market and slowly buys the town (influence).
Militant Tech Tree
(Requires Armory)
Gallery: Permits Disciple Archers (good) or Disciple Musketeer (evil)
(requires Gallery)
Guard Tower: Defensive tower, Requires unit garrisoned.
Walls/Gate: Defensive fortification.
(requires Gallery, Metal Resource)
Archer Disciple: Fast moving, Fast Reload, ranged unit.
Musketeer Disciple: powerful, slow reload, ranged unit.
Armory>Fortress(evil)/Castle(good)
(requires Fortress/Castle, Metal Resource)
Artillery Workshop: provides Catapults.
Catapult: Very long range, Slow reload.
*Requires more buildings and units*
Religion Tech Tree
(requires Church)
Idol Workshop: Permits idols and Stands.
Prayer Pool: Stores mana generated by Worship Disciples. Casts miracles. Large Mana Pool. Limit one.
Astral Observatory: research miracles.
Idol: Resists or eases gods ability to convert a village.
Stand: Holds rare items for use.
(Requires Astral Observatory, Prayer Pool)
Church>Cathedral
(requires Cathedral)
Creature Cage: Freezes a creature solid, Requires constant mana
Creature Bed: Heals creature, Requires constant mana
Prayer Pylon: Small mana pool, Casts Spells.
*Requires more Building and units*
Economic Tech Tree
(trade Center Required)
Company: Shops that generate cash over time, as well as from heroes who purchase items. Shop type is randomly generated (Potion, fountain, Weapons, Armor, Mask, Jewelry, etc)
Embassy: Permits Disciple Politician.
Disciple Politician: No attacks, but can bribe and stall enemy forces.
(requires Company x2, Embassy)
Trade Center>Vault
(requires Vault)
Alchemists Laboratory: A place for mixing items and weapons together. Use able by anyone.
*Requires more buildings and units*
Kay, that's about all info at the moment. If you have any suggestions for buildings, or for gameplay, or for a funny name for one of the stores, go ahead and post.
Edit: Oh yeah, i should mention progress... I've gotten the place mapped out and looking pretty, Including a coast, desert, forest, and swamp. Just figuring out the models for each building and unit while making the buildings themselves.
So what i'm working on is another WC3 version of Black & White. 2 Gods (auto enemies) and 2 pre-converted villages at the base of the god's mountain, and 8 players who can choose to be either settlers or adventurers; Settlers drawing power from the village they found, and adventurers drawing strength from their own individual training as well as the towns that are built around them.
Gods:
The gods main goal is the destruction of the other god, as well as owning all villages on the island. To meet this goal they can use; their Creature, various miracles, Villages, heroes, and any intimidation they can conjure.
They are given the choice between good and evil (no middle ground), and the creature will reflect the choice made.
Creatures gain Strength and Size from time, not training.
Villages:
Every player (including the villages that start out converted) are given a hero, and although adventurers are much stronger at later levels, they are the same strength at the start.
When a village is converted, the entire populace comes under the control of the god, except for the Leader of the village. The god may decide to let you keep the village to serve him, or to take it from you completely and run the village himself (he can give or take at any time, so good luck betraying him). But he cannot take your hero or control him.
Village Types:
Villages choose between three main government structures; Militant, Economic, and Religious.
Militant villages are strong physically and strategically. They can Raid a village with soldiers and catapults, Defend with walls and towers, and defeat the mightiest of creatures.
Economic villages manipulate the game with their gold. They can create shops to sell items to villages and adventurers, Use politics to slow and stop enemy villages, and may even purchase entire villages from other players.
Religious villages are the gods stronger allies and worst enemies. They can resist gods conversion, use counter miracles, and even freeze his creature!
Adventurers;
Adventurers play as wild cards. They can be zealots to a god, bounty hunters to economic villages, or a militant armies strongest weapon. They ally amongst themselves to take down hostile creeps attacking villages, and fight over the creed.
Creed;
Every village (included the ones pre-converted) and adventurer starts with a piece of creed. Although the benefits of the creed are very limiting to a settler, an adventurer with enough could take down both god's creatures at once.
The creed is used as an ultimate reward from a village, or the ultimate loot from the burned dismembered corpse what once was a man.
Horses;
Randomly spawned, and quite rare, these can increase the power of a single unit considerably or be used keep items.
Basic Tech Tree
StoreHouse: Used to store wood and resources. Permits Disciple Harvester.
Hovel: Increases unit capacity.
Disciple Harvester: Harvests wood, metals, and other materials.
(requires Storehouse)
Market; Used to sell and purchase resources from around the map. Basic money making tool for villages.
Barracks: permits disciple soldiers.
Library: Permits disciple worshipers.
Disciple Soldier: Basic unit for defending and attacking
Disciple Worshiper: basic unit for providing mana to prayer pools.
(Requires Market, Barracks, and Library)
Storehouse>Armory: choose Good/Evil. Damage vs. Armor.
Storehouse>Church: choose Good/Evil. Precision vs. AOE
Storehouse>Trade Center: choose Good/Evil. Money vs. Influence. permits Disciple Traders.
Disciple Trader: Travels from your Trade center to an adjacent town's market and slowly buys the town (influence).
Militant Tech Tree
(Requires Armory)
Gallery: Permits Disciple Archers (good) or Disciple Musketeer (evil)
(requires Gallery)
Guard Tower: Defensive tower, Requires unit garrisoned.
Walls/Gate: Defensive fortification.
(requires Gallery, Metal Resource)
Archer Disciple: Fast moving, Fast Reload, ranged unit.
Musketeer Disciple: powerful, slow reload, ranged unit.
Armory>Fortress(evil)/Castle(good)
(requires Fortress/Castle, Metal Resource)
Artillery Workshop: provides Catapults.
Catapult: Very long range, Slow reload.
*Requires more buildings and units*
Religion Tech Tree
(requires Church)
Idol Workshop: Permits idols and Stands.
Prayer Pool: Stores mana generated by Worship Disciples. Casts miracles. Large Mana Pool. Limit one.
Astral Observatory: research miracles.
Idol: Resists or eases gods ability to convert a village.
Stand: Holds rare items for use.
(Requires Astral Observatory, Prayer Pool)
Church>Cathedral
(requires Cathedral)
Creature Cage: Freezes a creature solid, Requires constant mana
Creature Bed: Heals creature, Requires constant mana
Prayer Pylon: Small mana pool, Casts Spells.
*Requires more Building and units*
Economic Tech Tree
(trade Center Required)
Company: Shops that generate cash over time, as well as from heroes who purchase items. Shop type is randomly generated (Potion, fountain, Weapons, Armor, Mask, Jewelry, etc)
Embassy: Permits Disciple Politician.
Disciple Politician: No attacks, but can bribe and stall enemy forces.
(requires Company x2, Embassy)
Trade Center>Vault
(requires Vault)
Alchemists Laboratory: A place for mixing items and weapons together. Use able by anyone.
*Requires more buildings and units*
Kay, that's about all info at the moment. If you have any suggestions for buildings, or for gameplay, or for a funny name for one of the stores, go ahead and post.
Edit: Oh yeah, i should mention progress... I've gotten the place mapped out and looking pretty, Including a coast, desert, forest, and swamp. Just figuring out the models for each building and unit while making the buildings themselves.