Long title, my bad. For one of the RTS games I am making with a custom C++ engine I wanted to have localized resources. I am trying to work out how to implement this for buildings. My current plan is this: The current engine has a default construction model for each building size. It's just a placeholder until the structure is made. Its not a unit in and of itself, just a one of many models in a unit's model folder. I was t
TAOCuathon
Well, I have done a lot of work on the formation so far. Currently I just need to add formation buttons to the GUI, which is surprisingly hard with a C++ gui library. Then I will get to personally testing it and seeing what happens. Then hopefully some of my alpha testers can be bothered to try it out for me and give opinions.
[quote who="UmbralAngel" reply="3" id="3202962"]In Star Wars: Empire at War they had squads of x-wings and tie fighters that used offsets defined in xml. There was some hard coded stuff for how they would clump together and spread out depending on context but it seemed to work okay in that simple example. Yes I do think default formations will have offsets defined in the XML. Free form formations will allow you to put units in a position and save
[quote who="zigzag" reply="5" id="3202997"] Quoting TAOCuathon, reply 2 Usually people ask for less detail... However the game is designed to possess Sim, TBS, and RPG features and systems so if you spent all of your time microing your army you would be falling behind in research and economy and you wouldn't have time to decide what to do with RPG stuff like raising stats and having mages learn new magic and such. The hierarchy works hand in hand with toggl
[quote who="zigzag" reply="1" id="3202639"]Can you explain the system in more detail? What level of the hierarchy does the player directly control, e.g. the unit, the squad, etc.[/quote] Usually people ask for less detail :) There are 4 types of individual unit. Leaders, Heroes, Mages, and regular units. You can control all of them as individuals. You can also assign regular units to leaders, mages, and heroes. You can control any level of the hierarchy directly from s
I am currently writing the code for the formation system in my RTS game. It utilizes the standard movement command to move all the units in a squad, or higher order unit grouping, to a specific offset from the leader. I have a few questions about preferences and implementation. Currently in my idea you can define premade formations for a given leader unit type in XML. You assign the offets and name the formation and the unit type will have a button to organize your forces that w
[quote who="Jythier" reply="8" id="3198604"]WBC stands for World Boardgaming Championships to me. What did you mean for it to mean?[/quote] Yay, acronym confusion. Fun times. Warlords Battlecry 3.
[quote who="Jythier" reply="6" id="3197464"]I expect my units to figure it out by themselves. I just tell them where to go and they need to go there and kill anything in the way. This has not gone well for most units.[/quote] Increasing AI support/automation of player side units has more benefits than just combat. UI wise, with recruiting units and such there could be a lot of improvement. Being able to have WBC3 style keep producing toggles and also
I think GSB has terrible AI, because it was made by one dude, although I still had fun. I imagine it way more hands on than GSB. GSB is really small scale, and you lose control once the fight actually starts. In my vision you can change orders if you don't like how things are going and move orders work just like normal RTS move orders. Attack orders are probably a little different. There is a difference between increased low level automation and having a computer pl
Well, a lot of TBS games have terrible AI and intense micro, but you can ignore it since you get forever to take a turn. But TBS games are definitely more epic scale wise. Of course moving around 10000 units gets pretty tedious after a while, especially with the low quality AI of indie TBS games. I have always wanted to experience TBS scale in RTS games. Would be a lot of fun. Total War games have at least the epicness of warfare of a TBS moved to real time, but stunted
Ever since I first played Majesty and Emperor: Rise of the Middle Kingdom I have been dreaming of a day when AI could do basic tasks and thus remove the incessant clickfest of modern RTS games like Starcraft 2. Instead of selecting my units each time and targeting another unit to make them focus fire, or microing each one individually in the case of overkill, or personally determining which enemy unit was a threat, I want AI to do that for me. Taking an idea from D
here is me making units move resources around and create higher level resources in processing structures. i still need to add support for each building making resources faster if you load more workers into the building. also i haven't added the population system. its basically almost done though but i wanna wait till i add the food system. http://www.youtube.com/watch?v=tZe2R0LGQJY&feature=youtu.be
[quote who="jackswift85" reply="40" id="3187860"] Quoting TAOCuathon, reply 37 Emperor: Rise of the Middle Kingdom Geez, another game that totally slipped my mind. This game sucked in I don't know how many hours. I was a big sucker for Caesar 3, then they came out with Pharaoh which was even better and I sank even more hours into. When this came out I thought, "Well, it will be nice for a change of venue but I don't know how they can make i
Top 10 Games in no order: Dwarf Fortress Civ 3 Stronghold 2 Warlords Battlecry 3 Dominions 3 GalCiv 2 Majesty 1 Rome: Total War Emperor: Rise of the Middle Kingdom Minecraft Extra slot for MMOs: GW Wurm SWG Vanguard
[quote who="Jythier" reply="7" id="3184888"]Celtic Kings had this. Gold would be produced in cities, and food in villages. Food would have to be transported (you could set up automatic transports) to cities, units, fortresses, etc. to keep the people and units fed, or they would die. This made siegeing a castle town actually useful. You could also take your opponent's village and have it send food back to base, or supply your siegeing army. There was no
[quote who="joasoze" reply="6" id="3184779"]The part of Majesty that influences me is the AI of the heroes. In my game you get different units that you nurture into badasses. The player can control which monsters to attack (or areas to search), unit positioning and such but not the actual battle. When the soldiers return with their loot (they get some of the money, the player get some), they decide what to spend the money on. So if you get a smithy with new shiny swords, then
[quote who="joasoze" reply="3" id="3184754"]I am not afraid of depth as an old Total Annihilation fan I also like stuff like Majesty, CIV IV, Master of Orion I/II, so any good strategy game is to my taste I actually have a game in my head too, but I am a bit too lazy, and not the greatest programmer. It has elements from majesty, rpg gaming and it is generally well suited as a webbrowser game.[/quote] I love Majesty so much :) Not number 2, that was ruined. My game
Haha, a lot of people said it was similar to settlers. It could get chaotic if you don't plan well. There is a significant Stronghold style siege wall aspect. So important settlements would have a garrison of units as well as defensive structures. Sometimes you cannot afford to wall all your stuff so you have to make tough decisions. You can have a problem with transporting resources between settlements over long distances, so you may want to have caravan guards or scouts to make su
I am making a series of RTS games that are each combined with a various collection of other genres. Currently I am doing the first game, its an RTS/Sim/TBS/RPG game with a primary RTS/Sim focus and elements of RPGs, in this case upgradeable heroes, and TBS games, complex research system for economics and magic and military. I was thinking of doing a series of discussions on genre blending as well as creating new implementations of game systems, tech, economics, magic, warfare and such. This i
I was thinking about a system to add some politics where you finish various missions for NPC factions while doing the main mission and you get bonuses like new magical knowledge or a global resource bonus that can be used anywhere in a huge campaign. Or maybe have a relation score that is influence by missions, whether you protect a given kingdom from attack, how many of a given factions structures survive and so forth. You could also have stuff related to trade which i
I have always been a huge fan of RTS TBS and Sim games. All my friends played stupid FPS games on consoles and maybe starcraft if they were really adventurous. In the decade or so that I have been playing these genres I always thought it would be really cool if you could mix them up. Many games like Total War and Majesty mixed these kinds of things up but I feel like it wasn't enough. Majesty did the no control over your units thing but they didn't really a