AOE2 based techtree desigh

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AOE2 based techtree desigh

Post by Huanglukuzhu on Thu 11 Apr 2013 - 17:11

I'm also making a mod tell about medieval ages, but instead of the desigh for KnB, it's rather a enhance of AOE2 system.

I need some advise: If you could redesign aoe2, what will you do?
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Re: AOE2 based techtree desigh

Post by peugeot407 on Thu 11 Apr 2013 - 22:16

1. Create separate unitsets for Middle Eastern, Far Eastern and Native American civs, so they don't all look like their Knights are from France or England.
2. Make units use torches when they attack buildings, like in AoE3.
3. Replace the nonsense unit upgrade lines with more sensible ones (no more Spearman-Pikeman-Halberdier or Archer-Crossbowman. Crossbowman-Arbalest on the other hand is fine, as is Knight-Cavalier-Paladin)
4. Add more unique units to each civ, and make them trainable from Barracks, Archery Ranges or Stables rather than Castles.
5. Make Farms infinite, like in AoM, to save massive amounts of micromanagement.
6. Get rid of Wonders.
7. Make Tower upgrades and Wall upgrades be researchable from the building itself, rather than requiring a University.
8. Get rid of the minimum range of Towers and Castles.

That's what I can think of, just off the top of my head...


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Re: AOE2 based techtree desigh

Post by spangopola on Thu 11 Apr 2013 - 22:49

Proper population for obvious logic reasons Razz

"10 elephants fits on a ship; 11 archers doesn't."

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Re: AOE2 based techtree desigh

Post by Synecdoche on Fri 12 Apr 2013 - 2:27

Here are some of my favorite little things I've come up with from the mod I'm planning for 0 AD, though I'm not sure they're all possible in AoE3 mods.

Institute a standardized but mutable counter system.

Make terrain have more of an effect on townbuilding, with fertile land and rivers somehow worked into it.

Fortifications should be very strong, but they should also need to be manned in order to be defensible. No more plopping towers and castles down without a warrior caste in place.

Increase the combat value of tactical positioning

Economy needs as much depth and variability as combat, but not demand constant attention and especially not be an annoying and time-consuming endeavour if it isn't your cup of tea.

Incorporate politics.
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Re: AOE2 based techtree desigh

Post by HAL9000 on Fri 12 Apr 2013 - 12:33

If it is possible within the coding, add an attack bonus to units like cavalry when they charge, and to units like spear men when they are bracing against a charge. That's all I can think of that hasn't been mentioned.
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Re: AOE2 based techtree desigh

Post by peugeot407 on Fri 12 Apr 2013 - 12:42

K&B does have some of that, actually, with the Wedge Formation for heavy cavalry and the Spearwall Formation for Spearman and replacement UUs...


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Re: AOE2 based techtree desigh

Post by HAL9000 on Fri 12 Apr 2013 - 12:44

I noticed. That should be a feature standard on all medieval mods, it just adds so much to the tactical side of combat.
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Re: AOE2 based techtree desigh

Post by peugeot407 on Fri 12 Apr 2013 - 12:52

True... Also, something I just realised, I did say "replacement UUs" but despite there being many Spearman-replacing UUs in the full fourteen civs, all Prologue civs have in fact got the Spearman...


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PS: And, since I did a count, I've also got a new entry for the category of Useless Facts: The rarest generic units in the full version of K&B will be the Light Cavalry and Cavalry Archer, which both only occur five times, and are either disabled or replaced by UUs for all other civs.

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Re: AOE2 based techtree desigh

Post by HAL9000 on Fri 12 Apr 2013 - 13:53

Odd, but it makes sense when you look at what types of units most European powers used in the Early through High Middle Ages.
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