Topic: Egyptians
TheHunter Topic Opener |
Posted at: 2018-07-08, 11:10
This is place where we will discuss egyptians or nomads depending what community says Top Quote |
Nordfriese |
Posted at: 2018-07-08, 11:21
You decide what you implement
Most tribes have 10 steps of training (atlanteans have 9). 2 defence steps (shield) and 2 health steps (armour) are a bit few, as this would make at least 5 steps of evade. How about:
Total training: 3 Health / 0 Attack / 4 Defense / 3 Evade Top Quote |
TheHunter Topic Opener |
Posted at: 2018-07-08, 11:29
I like it.Im going to create every single ware before i model buildings and can you send me that template i so dumb i cant find it. Top Quote |
Nordfriese |
Posted at: 2018-07-08, 11:31
You mean the blender building template? Edited: 2018-07-08, 11:32
Top Quote |
TheHunter Topic Opener |
Posted at: 2018-07-08, 11:36
Yeah thank you. Top Quote |
ypopezios |
Posted at: 2018-07-08, 12:14
If you plan to use tents, camels, milk etc., then nomads is the most fitting choice. And they fit better in Widelands' exploratory concept overall, so they will trigger more inspiration and support among the community. Still I would like to see Egyptians implemented as an already-developed strong defensive civilization, which the nomads find on their way and are destined to destroy. Now that sounds familiar... Top Quote |
TheHunter Topic Opener |
Posted at: 2018-07-08, 12:49
I removed tents from in game models and i am still going for egyptians they are first tribe i got idea for also Nomads are cool as well.You can post game suggestion for Nomads maybe someone will ask to create them.I have decided that second carrier will be Horse.We will see its still early. Top Quote |
GunChleoc |
Posted at: 2018-07-08, 12:55
Maybe to get started, create 1 building and 1 worker and 1 ware, including very rough Blender models. This way, you will know which skills you need and how much effort it will take, and free you to concentrate on being creative. Also, use a map with only 1 player slot in single player mode for testing until your tribe is more complete - the AI has some restrictions that you won't want to deal with in the beginning. Edited: 2018-07-08, 12:59
Busy indexing nil values Top Quote |
TheHunter Topic Opener |
Posted at: 2018-07-08, 13:07
I have already created Headquarters and i am testing everythng now im going to create workers already have new ware. Top Quote |
WorldSavior |
Posted at: 2018-07-08, 13:37
What about making them not similar to Atlanteans?
My opinion on copper: The mining areas are full of iron, which is no copper, so copper probably don't even exist on the maps so far.
Actually palms grow only on specific terrain, but any other forester can spawn any tree.
I thank that most of your ware costs don't fit into the game at all. For example, in Widelands exists no weapon which costs more than 1 plank, and normally a ware costs 1 gold maximum, with only one exception. And no armor costs more than one cloth. At the other hand, costs of "Wooden spear" are acceptable, and the idea to use some reed for armor as well.
But if the second carriers are humans, why don't do other tribes the same? Or should this be an advantage for egyptians?
I dislike both ideas. With low attack, battles will last too long, and chariots as warriors don't fit into Widelands.
Barbarian bronze is probably just a mistake. But I don't think that it's a problem if egyptians of Widelands use iron instead of copper.
He does, but he doesn't decide alone what will be part of the official game.
I don't like the name "Impenetrable Armor", probably no Armor is like that. And normally only the highest armor/helmet contains gold...
Atlanteans already have got Horses. So what about something else? Wanted to save the world, then I got widetracked Top Quote |