What will you like in a strategy in Medieval Europe

wewso

New Member
Reaction score
11
Well im currently working on a strategy taking place in Medieval Europe. There will be 12 nations competing for the 150 different cities in Europe. Its important for me to know what you like so that i can make the map interesting.
Currently my focuses are on:

- Time - The action will begin right away since you start with a small army to conquer new lands with. The player won't spent so much time building and upgrading - you just need barracks and a Blacksmith.

- Units - I have decided to make each nation's Unit tree different so that people dont end up having the same armies fighting. Units will be strong against certain types of units and weak against others.

- Armor and Weapons - The will be various types of armors and weapons that different units have. Each weapon is strong against certain type of armor and weak against others. That way people will not be successful by training 100 footmen and expecting to beat the crap out of anyone.


- MASSIVE battles - An average battle should include about 200 units - 100 from each side. The idea is that you dont just order 10 controls of units to attack one spot - you have to think which part of your army is strong against which part of the enemy army and send it there.



So what do you think about my focuses?

++Rep for good new ideas.
 

Cloak_Master

Active Member
Reaction score
41
I think that your map is going to be extremely laggy. Battles on that scale aren't going to work with the Warcraft engine.

On another note, what I'd like to see is the possibility of getting a squad (or even a single unit) of bears with chainsaw arms. Nothing inspires fear quite like bears with chainsaw arms.
 

wewso

New Member
Reaction score
11
Well i tested a battle between 200 units and it worked perfectly. Then i tested with 400 and that's where it got laggy. And about the bears, well it might be good idea for a map > Bears with Chainsaws VS. Rattle Pigs :thup:

..I realy need good ideas people ..
 

Galdiuz

Creator of Photon Command
Reaction score
98
You could have my mass movement system i use for my map. Not the best system, but it works. If you want a can create a map for you, but I gotta go soon, so if you want it you have to wait about 2 hours.
Trigger:
  • Unit Commander Select
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Command Select
    • Actions
      • Set Player_Commander_Type[(Player number of (Owner of (Triggering unit)))] = (Unit-type of (Target unit of ability being cast))
Trigger:
  • Unit Commander Var1
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Unit Commander
    • Actions
      • Set Atemp_unitgroup = (Units owned by (Owner of (Triggering unit)) of type Player_Commander_Type[(Player number of (Owner of (Triggering unit)))])
      • Set Player_Commander_Order = (Issued order)
      • Set Atemp_item = (Target item of issued order)
      • Set Atemp_unit = (Target unit of issued order)
      • Trigger - Run Unit Commander Ord1 <gen> (ignoring conditions)
      • Wait 0.01 seconds
      • Trigger - Turn off Unit Commander Var3 <gen>
      • Unit - Order (Ordered unit) to Stop
      • Trigger - Turn on Unit Commander Var3 <gen>
Trigger:
  • Unit Commander Ord1
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Atemp_unitgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Player_Commander_Order Atemp_item
          • Unit - Order (Picked unit) to Player_Commander_Order Atemp_unit
      • Unit Group - Destroy unit group Atemp_unitgroup

Trigger:
  • Unit Commander Var2
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Unit Commander
    • Actions
      • Set Atemp_unitgroup = (Units owned by (Owner of (Triggering unit)) of type Player_Commander_Type[(Player number of (Owner of (Triggering unit)))])
      • Set Player_Commander_Order = (Issued order)
      • Set Atemp_aloc = (Target point of issued order)
      • Trigger - Run Unit Commander Ord2 <gen> (ignoring conditions)
      • Wait 0.01 seconds
      • Trigger - Turn off Unit Commander Var3 <gen>
      • Unit - Order (Ordered unit) to Stop
      • Trigger - Turn on Unit Commander Var3 <gen>
Trigger:
  • Unit Commander Ord2
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Atemp_unitgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Player_Commander_Order Atemp_aloc
      • Point - Remove Atemp_aloc
      • Unit Group - Destroy unit group Atemp_unitgroup
Trigger:
  • Unit Commander Var3
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Unit Commander
    • Actions
      • Set Atemp_unitgroup = (Units owned by (Owner of (Triggering unit)) of type Player_Commander_Type[(Player number of (Owner of (Triggering unit)))])
      • Set Player_Commander_Order = (Issued order)
      • Trigger - Run Unit Commander Ord3 <gen> (ignoring conditions)
      • Wait 0.01 seconds
      • Trigger - Turn off (This trigger)
      • Unit - Order (Ordered unit) to Stop
      • Trigger - Turn on (This trigger)
Trigger:
  • Unit Commander Ord3
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Atemp_unitgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Player_Commander_Order
      • Unit Group - Destroy unit group Atemp_unitgroup
 
B

Brinck10

Guest
Well, just a short note.

I personally hate ordering bunches and bunches of units, because you can't control them all at once.

To boost the game play, it would be cool to have a system, where you can send squads to war, without having to select all. Maybe each player can have 3 areas, and when you press a button all units in that area moves to target place!?

Just my two cents.
 

Galdiuz

Creator of Photon Command
Reaction score
98
I just posted a mass movement system. It involves a hero, a spell and some triggers. You use the spell on a unit, then that units type is stored into a variable, and then when the Hero does something, all units of the stored type copies that order.
 
T

tanxcb

Guest
Less units for one, I wont want to control 100 units at one time.
And, by your expectations, this means 100 units per player meaning 1200 units altogether. Laggy!

Also, I feel that each nation should have similar units, but have certain special units or abilities.
Score system - Have a nice multiboard showing who's leading by number of territories? (if you do not already have it)
Have a special elite unit -not hero- that has a limit to the number (eg. 5) that can be trained add upgradeable skills if you want.
-If my ideas are not good feel free to ignore them-
 

wewso

New Member
Reaction score
11
@ Galduiz Thats a nice movement system but i prefer using the original Control system - its not that hard to move 6-7 Controls of units.

@tanxcb - The maximum for each player will be 100 units - this doesnt mean that all 12 players will me hanging around with their 100 units around the map. And i have also made the units die easyer. so that you contantly have to train new units. And as you guesed i already have a multi board system that counts - Territory - Kills - Death
 

TideOfChaos

New Member
Reaction score
25
You could make something like what Red Alert 3 has; a co-commander
Basically, they help with ordering units around, by you giving them simple commands.
For exsample:
strike; targets an area and the co-commander will send forces to attack that area
defend; the co-commander will send units to anywhere that is being attacked by a large force. Can be turned on and off
expand; the co-commander will build, upgrade and train units, allowing you to focus on attacking. Can be turned on and off

This is good for a large scale war game, because trying to manage all things at the same time is very hard.
 

ShadowBlade

New Member
Reaction score
10
Lol I had an idea like that for a map called: Alliance v.s. Horde Epic Battle, but I couldn't be screwed...
The auto-spawning system in Blizzard's "Bomber Command" looks cool, you could use it.
I considered, making spawns commmanders, which could train other, uncontrollable squad units. which follow the commandable commander.
It was 6v6... with each player having different units: Siege/Resources, Archers, Infantry, Cavalry, Magical and Air.
Just a few ideas for you.
I like it though.
 

wewso

New Member
Reaction score
11
And about the nations - there are 3 groups

Arabs
-Abbasid Caliphate
-Caliphate of Cordoba
-Fatimid Caliphate

Eastern Europeans
-Khaganate of Khazars
-Bulgarian Khanate
-Kievan Rus
-Principality of Hungary

Western Europeans
-Kingdom of England
-Kingdom of Sweden
-Holy Roman Empire
-Frankish Kingdom
-Byzantene Empire

Each Group has similar units and each nation has 2 nation-unique units
 
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