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Topic Subject: Age of Empires II: Age of Kings
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posted 09-01-08 10:38 AM EDT (US)   
Yes, Berm's at it again-The Age of Empires 2 Remake, the follow-up to my AOE1 Remake thread! I am extremely excited to get researching again and desinging all the civs, maps, buildings, units, features, etc, and with the help of all your knowledgeable and creative minds once again! I will update this thread as much as possible.

Time Period: 476 AD-1453 AD. From the fall of Rome to the fall of the Byzantines, and the rise of the Ottomans.

Vanilla will be called Age of Empires II: The Dark Age. 17 civilizations. 9 Maps. 10 minor civs.

X-Pack: Age of Empires II: Age of Crusades. 30 civilizations. 18 Maps. 18 minor civs.

Y-Pack: Age of Empires II: The Medieval World. 39 civilizations. 26 Maps. 25 minor civs.



FEATURES:

THE TOTAL POPULATION FOR ALL CIVS IS 50 IN AGE I, 100 IN AGE II, 200 IN AGE III, 300 IN AGE IV, AND 350 IN AGE V

RANSACK FEATURE-From now on, whenever you destroy a building (except special buildings), you are rewarded with half the resources that the enemy spent to make that building

TRIBUTE AND DIPLOMACY-There is an option for in-game diplomacy. In FFAs, Diplomacy can also be sent to enemies.

RESOURCES AND THEIR SOURCES
Food-Animals, Fish, Berry Bushes, Crop Field
Gold-Mines, Whales, Gold/Ore Quarry
Wood-Forests, Crop Field 2nd upgrade
Stone-Mines, Ore Quarry

THERE WILL BE TREASURES-LAND AND WATER

THERE WILL BE AN IN-GAME OPTION FOR SEASON CYCLING. ALSO GAMES CAN SIMPLY BE PRESET TO STAY ONE SEASON ALL GAME LONG. SEASONS DON'T EFFECT GAMEPLAY ALL THAT MUCH.
AUTUMN-Not much weather, there are still plenty of animals about. Not too many berry bushes.
WINTER-Snow will fall across the entire map occasionly, making units slightly slower. Berry bushes will dissapear. Animals are the only food source. Water freezes over. Farming gather rates slow down. But gold and stone gather faster.
SPRING-Berry bushes return, plenty of rain. Farming is faster. Water flows once more, bringing fish back.
SUMMER-Similar to spring, but less rain. Gold and stone gather slower.

GAMEPLAY MODES
In-Game Diplomacy Option for ALL modes
Supremacy-FFA and Team Games-Host decides whether it is rated or unrated
Deathmatch
Regicide (FOR ALL MAPS)
King of the Hill (FOR ALL MAPS)
Treaty
World Conquest-Only available with Y-Pack
ALL THESE MODES ARE AVAILABLE ON MULTIPLAYER. GAMES CAN BE RECORDED. HANDICAP WILL BE AN OPTION.

IN THE OPTIONS MENU-THERE WILL BE AN OPTION THAT ALLOWS DEAD BODIES AND DESTROYED BUILDINGS TO STAY ON SCREEN FOR A LITTLE BIT. THIS WILL POSSIBLY CAUSE MINOR LAG.

RANGED INFANTRY CAN BE PLACED ON TOP OF WALLS TO FIRE FROM THERE

EVERY GAME CAN HAVE A MAX OF TEN PLAYERS

THERE WEILL BE HOME CITIES, BUT ARE CALLED ROYAL CITIES INSTEAD IN THIS GAME.



AGES:
Dark Age
Feudal Age
Crusades Age
Renaissance Age
Imperial Age



MAPS: (will get minor civs later on)

Vanilla-

Asia Minor-The division of Europe and Asia, with both land and water.
British Isles-The northwest islands of Europe.
Byzantium-The eastern remains of the Roman Empire.
Sardinia-The larger western island of the meditteranean, with smaller Corsica above it.
Crete-The larger eastern island of the meditteranean.
Italy-A resource-rich map full of treasures and ruins left over from the Romans.
North Africa-The barbary coast terrians.
Scandinavia-The snowy homeland of the Vikings, and other nations and barbarian tribes.
Western Europe-The regions of France and Iberia.

X-Pack-

Arabia-The center of the huge Arab empire.
Asian Steppes-The barren plains of the Asian barbarian nomads.
Australia-The massive southern continent and the surrounding islands.
Eastern Asia-China, Korea, and all the land around.
Himalayas-The huge massive mountain range of Asia.
India-The Indus Valley, Sri Lanka, and the southern borders of the Himalayas.
Indonesia-The large cluster of islands between Asia and Australia.
Japan-The long strip of land, including the western Pacific islands and the Sea of Japan.
Lower Africa-The tip of the big continent, and Madagascar.

Y-Pack-

Amazon-The gigantic river and the lush rainforest.
Andes-The large mountain range of South America.
Caribbean-The sandy islands of the Caribbean Sea.
Central America-The territories of the mighty Aztec empire.
Greenland-The icy land taken by the Viking explorers.
North America-The large continent of Canada and Southern North America.
Pacific Rim-A huge map of the western coastlines of the Americas, the eastern edges of Asia, Beringia, Australia and all the Pacific islands in between.
Southern Cape-The tip of South America.



CIVS: As you read, I am currently doing MAJOR civ research, don't worry

Vanilla-

Avars
Bulgarians
Byzantines
Celts
English
Franks
Huns
Lombards
Holy Roman Empire
Normans
Portuguese
Saxons
Slavs
Teutons
Spanish
Swiss
Vandals
Visigoths
Russians

X-Pack
Arabs
Persians
Seljuks
Mongols
Japanese
Indians
Chinese
Koreans
Pechenegs
Gokturks
Mali
Songhai
Ghana
Yapese
Tonga

Y-Pack
Incas
Toltecs
Mayans
Aztecs
Pueblo
Moche
Teotihuacans
Huari
Chimu




MINOR CIVS:

Vanilla-

VIKINGS
Units: Berserker (Age II)-A fast melee infantry that regenerates health over time. Viking Longboat (Age II) A very fast and effective ship that fires barrages of arrows.
Techs: Berserkergang (Berserkers regenerate faster) Scandinavian Shipyards (Ships train faster and cost less) Raiding Season (Ships one Berserker per every two minutes of the game, up to 30:00)
Maps: British Isles, Western Europe, Scandinavia, Greenland, Byzantium, Sardinia.

VARANGIANS
Unit: Varangian Guard (Age III) Powerful swordsman unit, better against infantry and cavalry thatn siege weapons and buildings.
Techs: Sea Mercenaries (Ships move faster, have more hit points, have a faster firing rate, and have more range) Ruthlessness (All troops move faster and have a quicker attack) Guardsmen (Your heroes can now train Varangian Guards)
Maps: Asia Minor, Scandinavia, Asian Steppes, Byzantium.

SCOTTISH
Unit: Highlander (Age II) A fast footman armed with a claymore sword.
Techs: Northern Agriculture (Increases farming gather rates) Auld Alliance (sends one Highlander per every two minutes, up to 30:00) Highlands War Skills (All ranged units have more range)
Maps: British Isles, Western Europe.

TEMPLARS
Unit: Templar Knight (Age III) Heavy cavalry unit.
Techs: Cheques (Increases gold gather rates across the map) Name of Jesus (Churches have greatly increased hitpoints and resistance) First Crusade (All units have greatly increased speed)
Maps: Italy, Byzantium, Asia Minor, Crete.

HOSPITALLERS
Unit: Hospitaller Knight (Age III) Heavy swordsman unit.
Techs: Amalfi (When around Churches, units are healed) Holy Fleet (Ships have more hitpoints, resistance, and attack) Second Crusade (All units heal faster)
Maps: Italy, Byzantium, Asia Minor, Arabia.

OSTROGOTHS
Unit: Huskarl (Age III) Swordsman with a sweeping attack.
Techs: Barbarian Tribute (Ships one crate of gold per every 2 minutes, up to 30:00) Friendly Ties (You can now send experience points for shipments to your allies in addition to resources) Gothic Training (All ranged infantry have better hand attacks)
Maps: Italy, Byzantium, Asia Minor, Sardinia, Meditteranean.

KHAZARS
Units: Khazar Horseman (Age II) A fast lance-armed cavalry unit.
Techs: Religous Court (Priests have better attacks and heal faster) Yarmaqs (Gold gathers faster across the map) Radhanites (Trading Posts and Trading Docks deliver more resources, plus trade route upgrades and trade ship upgrades cost less)
Maps: Himalayas, Arabia, Asia Minor, Central Asia.

MOORS
Unit: Desert Raider (Age II) Camel rider armed with a flamberge sword.
Techs: Moorish Architecture (Buildings have more hitpoints and cost less) Taifas (Castles/Fortresses have more line of site, attack, and HP) Aureus (You can buy and sell more resources and the Market for a longer time)
Maps: Iberia, Western Europe, North Africa.

SLAVS
Unit: Anelace (Age II) A fast throwing-daggerman with a decent hand attack.
Techs: Cyrillic Alphabet (All units from minor civilizations are trained much faster) Migration (Villagers move faster, have more hitpoints and attack, and build faster) Slavic Lumber (Faster wood gather rates)
Maps: Byzantium, Italy, Crete.

MAGYARS
Unit: Magyar Javelin (Age III) A quick-moving cavalry unit that throws javelins, good at quick raids.
Techs: Hungarian Raid (Cavalry move faster and have more range and attack) Pillagers (All cavalry have increased siege damage) Quick Offense (Military buildings cost less resources)
Maps: Italy, Byzantium, Asia Minor.

X-Pack-

BERBERS
Unit:
Techs:
Maps:

MOORS
Unit:
Techs:
Maps:

GHANZI
Unit:
Techs:
Maps: South Africa, North Africa.

TARTARS
Unit: Volga Warrior (Age III) Archer with a decent hand attack. Nogais Cavalry (Age II) Quick, light cavalry unit.
Techs: Astrakhan Agriculture (Farms are cheaper, and gather faster) Szlachta (Settlers gather, build and move faster)
Maps: Byzantium, Arabia, Asia Minor, Asian Steppes, Himalayas, Eastern Asia, Pacific Rim.

ABORIGINALS
Unit:
Techs:
Maps: Australia, Indonesia, Pacific Rim.

MAORI
Unit:
Techs:
Maps: Australia, Pacific Rim.

CHOLA
Unit:
Techs:
Maps: India, Indonesia.

YORUBA
Unit:
Techs:
Maps: North Africa, South Africa.

MAMELUKES
Unit: Mameluke (Age III) Very powerful camel rider
Techs:
Maps: Arabia, Asia Minor, North Africa.

KHAZARS
Unit:
Techs:
Maps:

KHMER
Unit:
Techs:
Maps: India, Eastern Asia, Himalayas.

Y-Pack-

HOHOKAM
Unit:
Techs:
Maps: Central America, North America.

ZAPOTEC
Unit:
Techs:
Maps: Central America.

HAWAIINS
Unit:
Techs:
Maps: Pacific Rim.

POLYNESIANS
Unit:
Techs:
Map: Pacific Rim, Indonesia.

CARIBS
Unit:
Techs:
Maps: Caribbean.

TUPINAMBA
Unit:
Techs:
Maps: Amazon, Southern Cape.

HOPEWELL
Unit:
Techs:
Maps: North America.

CHUMU
Unit:
Techs:
Maps: Andes, Southern Cape, Andes.




BUILDINGS:

Vanilla:

Town Center: (Start with one, may build more in Age 3)
House/Hut (Age I): (Name depends on civ)
Guard Tower (Age II): Upgrades: Frontier Tower-Great Tower. Build limit is at minimum 15.
Farm: Food building (Age II)
Quarry: Gold building, Upgrades: Ore Quarry (can be set to gather stone)
Barracks (Age II)
Stable (Age II)
Siege Workshop (Age III, for some civs Age II)
Castle/Fortress depending on civ (Age III): Can train units, attacks, garrisons units, build limit varries for civs, minimum limit is 4.
Blacksmith (Age II): Upgrades your units.
Market (Age I): Economic improvements, buy/sell resources.
Dock (Age I): Trains ships, upgrades ships.
Church (Age II): Allows you to train priests and offers upgrades. With the X-Pack, some civs can train Crusaders from Churches.
Wood Wall (Age II): Upgrades: Stone Wall-Fortified Wall-Great Wall.
Gate, material and strenght is based upon current wood upgrade.
Wonder (Age V): Offers spies and other powerful upgrades, units have stat bonuses when around the wonder. Wonder also generates resource of your choice. Each civ has their own unique and historical wonder.
Trade Post (Age I): Same as AOE3.
Trade Dock (Age I): Same as TP but built at a water Trade Dock socket.

X-Pack

Tavern (Age II): Trains mercenaries, build limit 5
Alliance Embassy (Age III): Trains minor civ units currently controlled.
Royal Castle/Sacred Fortress depending on civ (Age IV): Offers unique upgrades/bonuses/units, will be explained more later on.
Great Castle/Mighty Fortress, depending on civ name (Age V): Massive building that can do almost anything except research Royal Castle/Sacred Fortress and Wonder techs, to overcome this building you must siege it with ladders, towers, and other siege weapons. Takes a long time to build and is very costly, build limit 1, can be destroyed or captured, also is undeleatable.

Y-Pack

Altar (Age I): Acts like a firepit from AOE3, build limit 3, Y-Pack civs only.
Sea Wall (Age III) A wall in water that can be built by fishing boats.
Sea Gate (Age III) A gate built by fishing boats in your sea wall that allows ships to pass through.
Sea Tower (Age III) An attack tower in the water that can be built by fishing boats. Has a minimum build limit of 15.





UNITS: These units are available to all civs except those specified to have a unique unit structure (UU).



INFANTRY

War-Drummer (Age IV) Gives increased stats to nearby infantry, build limit 4, doesn't take up pop space.

Heavy Swordsman (Age III) Standard melee infantry moederately effective against both infantry and cavalry. Upgrades: Heavy Swordsman, Imperial Swordsman.

Pikeman (Age II) Melee infantry good against cavalry. Upgrades: Heavy Pikeman, Halberdier, Imperial Halberdier.

Archer (Age II) Early ranged infantry good against other infantry. Upgrades: Heavy Archer, Elite Archer, Imperial Archer.

Heavy Crossbowman (Age III) Ranged infantry effective against both cavalry and infantry. Upgardes: Elite Arbalest, Imperial Arbalest.

Eite Culverineer (Age IV) Primitive gunman, a good all-around ranged unit. Upgrade: Imperial Culverineer.


CAVALRY


Horn-Blower (Age IV) Gives increased stats to nearby cavalry, build limit 4, takes up no pop space.

Knight (Age II) Feudal cavalry unit, slow but durable and strong. Upgrades: Heavy Knight, Paladin, Imperial Paladin

Heavy Cavalry Archer (Age III) Ranged cavalry. Upgrades: Elite Cavalry Archer, Imperial Cavalry Archer.

Heavy Lancer (Age III) Melee cavalry, extremely effective against infantry. Upgrades: Elite Partisan, Imperial Partisan.

Warfork Rider (Age II) A fast cavalryman armed with a sharp-ended military fork that is effective against both infantry and cavalry.


SIEGE


Banner-Bearer (Age IV) Gives increased stats to nearby siege weapons, build limit 3, takes up no pop space.

Battering Ram (Age III)-Attacks buildings. Upgrades: Capped Ram, Siege Ram.

Catapult (Age III)-Slow mobile catapult unit effective against grouped up units and buildings. Upgrades: Heavy Catapult, Imperial Catapult

Trebuchet (Age IV)-A slow-moving catapult that does little damage to units, but is enormously good against buildings.

Ballista (Age III)-Large sling that fires projectiles at a fast speed, more effective against grouped units than against buildings. Upgrades: Heavy Ballista, Imperial Ballista.

Heavy Siege Ladder (Age IV) Used to capture Royal Castles/Mighty Fortresses, and to enable infantry to climb over walls. But they can easily be repelled. Upgrade: Imperial Siege Ladder.

Imperial Siege Tower (Age V) Huge tower that is harder to take down than a siege ladder, enables infantry to get over walls and capture almost any building. Extremely useful for capturing Royal Castles/Mighty Fortresses. Build limit 4.

Imperial Cannon (Age V) An early and very expensive cannon that takes down buildings and units alike. Build limit 8.


SHIPS


Flagship (Age IV) Gives stat bonuses to nearby ships, build limit 2.

Galley (Age II) Weak arrow attack, fishes, transports. Upgrades: Sea Galley, Great Galley, Imperial Galley

Carrack (Age III) Can fire multiple arrows and transport, upgrades: Great Carrack, Imperial Carrack.

Great Galleon (Age IV) An early cannon-armed ship, more expensive than galleys and carracks. Upgrade: Imperial Galleon.

Great Siege Ship (Age IV) Ship that's armed with heavier cannons more suited for bombarding coastal buildings. Upgrade: Imperial Siege Ship.



MERCENARIES-FOR ALL CIVS, BUT DEPEND ON MAP. TRAINED WITH GOLD.

Vanilla

Outlaw (Age II)-An outcast archer unit.
Barbarian Swordsman (Age II)-A hired barbarian warrior.
Falchion Rider (Age II)-A paid cavalry swordsman.
Pirate Ship (Age II)-Helpful ship mercenary.
Sword-breaker (Age III)-A French daggerman extremely good at countering enemy swordsmen.
Noble Knight (Age IV)-Very powerful hard-hitting cavalry mercenary.
Flailman (Age IV)-A splash-damage heavy infantry unit.
Mercenary Longbow (Age III) A very accurate and long ranged British archer that is devastating against infantry.
Hired Cannon (Age V)-A more powerful cannon.

X-Pack

Assasin (Age II)-Weak longswordsman, but has stealth ability, very effective against heroes and other mercenaries.
Camel Raider (Age II)-A quick moving lance-armed camel rider.
Nomad Swordsman (Age II)-Fast but weak footman armed with two shortswords.
Blockade Runner (Age II)-Effective fast ship mercenary.
Makibishi (Age III)-An skilled Asian warrior that throws makibishi to slow down enemies and deal damage.
Iron Mace (Age III)-Useful clubman unit.
Ronin (Age IV)-Extremely powerful heavy infantry lone samurai.
Arquebusier (Age V)-A very accurate and powerful Chinese gunman infantry.
Mercenary Elephant (Age IV)-Heavy-duty hand cavalry unit.

Y-Pack

Forest Clubman (Age II)-Cheap clubman unit, good all around.
Jungle Spearman (Age II)-Melee mercenary, more effective against cavalry.
Rebel Canoe (Age II)-Paid boat unit.
Tribe Chief (Age IV)-Very powerful staffman.
Renegade Priest (Age III)-Helpful unit that fights decently with daggers and heals.
Noble Archer (Age III)-Strong archer good against infantry.
Eagle Javelin (Age III)-Does well against both infantry and cavalry.
Torchman (Age III)-Torcher that fares well agaisnt buildings, ships, and artillery.
Mantlet (Age IV)-Powerful siege unit, also does somewhat well against infantry.

SPECIAL THANKS:
As_Saffah
NotInvolved
Jimmy2
NachtJager
Dogbert

SUPPORTING FORUMMERS:
KevTheGreat
Lord_Sami
SupaCrunk1994

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping

[This message has been edited by Lord Berminator (edited 10-09-2008 @ 01:36 AM).]

Replies:
posted 09-01-08 04:10 PM EDT (US)     1 / 35  
1)What's your counter system look like? AOK's was rudimentary at best. I'd like to see something as robust as AOE3 but without the lame qualifiers and "light infantry" semantics problems as TWC/TAD.
2)Will you try to duplicate the same civ unique features as AOK (everybody has same tech tree, but some techs are grayed out in a unique pattern for different civs) or will you actually try to balance the civs with truly unique economic, administrative, and military profiles?
3)Some maps need changes.

a) Italy should be split into a northern map (Milan, Piemonte or Cesalpina) and a southern map (Naples, Calabria, or Sicily) so that the battles and minor allies can be specific to CAMPAIGNS such as Lombard domination and Rise of the Renaissance Princes.

b)Africa: Needs specific subsaharan maps for the period of the greatest and most prominent empires: a highland Niger Valley map for Mali, Songhay, etc. where Tuaregs, Berbers, Mamelukes, and Malians can play, and a Ghana (Gulf of Guinea) map where you start to get some fishbooming, islandhopping, etc. and set the stage for the campaigns of Sundiata and Ashanti and some spillover campaigns from Nigeria. Maybe a late campaign in Zimbabwe set in the mountains with a star-shaped central lake.

Crunkatog on ESO
Bart331 balance suggestion: aztec: remove civ
Voltiguer: Ender, Sioux in 1.04 will be a top civ, no matter how many layers of Sioux goggles you put on
schildpad on Elephants: ...their mansabdar unit sucks so hard it looks like a black hole
Crunkatog on Steam.
posted 09-01-08 06:52 PM EDT (US)     2 / 35  
Ah, good to see you're still willing to be helpful, Saffah . I'll look over your suggestions ASAP.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 09-01-08 08:19 PM EDT (US)     3 / 35  
alot of people are wanting a remake of #2 but its probably unlikely to happen

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
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posted 09-02-08 12:12 PM EDT (US)     4 / 35  
Yeah, well, if you ever read my AOE1 Remake, which most people loved, we were just thinking about ideas....in the end people advised me it was best not to send it to ES, though. I could bump it if you want. But for this AOE2 Remake, it would be cool if all the people that helped out with the AOE1 Remake would give their input on this, too

Announcement: I'm going to get started on the civ and minor templates today, most likely.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping

[This message has been edited by Lord Berminator (edited 09-02-2008 @ 12:13 PM).]

posted 09-03-08 05:33 PM EDT (US)     5 / 35  
At it again, eh? Two suggestions for now: Drop the Arabs. Moors, Berbers, and Persians cover them. Also, make Teutons a major civ. Edit: And make it so you have to pack trebuchets to move them, like in AoK.

Nacht Jaeger - Ex AoEH Angel

[This message has been edited by Nacht Jager (edited 09-03-2008 @ 05:37 PM).]

posted 09-03-08 07:05 PM EDT (US)     6 / 35  
K, good idea about the Arabs. Yes, the trebs will still be the same. Teutons a major civ? Where they really and empire? I thought they were more just an order of crusader knights.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 09-03-08 07:15 PM EDT (US)     7 / 35  
I have to disagree with As_Saffah, the thing I liked about AoK was how your archers countered infantry not with some random Archer-to-Infantry bonus, but by merit of their ranged abilities. Same with cavalry-no bouns, but they were fast enough to beat down archers,

I'd also like to see elevation bonuses, formations, trade carts and ships, and some other elements from the last game.

Also, maybe I'm just ignorant, but weren't Varangians just vikings in Byzantinum?

You know what would be cool? A church that works like a fire-pit for native civs, except here it would be available for ALL civs and each civ would have one special dance/improvment they could perform.

Just me 2 cents.

◓◓◓◓◓
posted 09-04-08 03:21 PM EDT (US)     8 / 35  
Varangians were a group of Vikings, but they raided in Russia rather than Europe.

Also I think that you should have different sets of units for different types of Civs. The thing I hated about AoE 2 was that absolutely everyone had the same units. It will be insanely difficult to give every Native American and some African civs a full UU structure, so probably other sets of units would be useful.
posted 09-04-08 03:41 PM EDT (US)     9 / 35  
Oh lol NotInvolved, if you saw my AOE1 Remake, most civs did NOT have the same units, and the ones that did had at least 3 unique units, don't worry.
And Jimmy, I'll definitely incorporate some of your ideas, thank you!

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 09-04-08 04:08 PM EDT (US)     10 / 35  
Sounds good , but it's obvious that some aoe2 remake will never happen.. a shame.

I think aoe2 is the most succesful game of the aoe -series, but it would just get better with enhancing and improving n stuff. And the epochs are like the best possible for some strategy games imo; not too high-tech stuff but neither some soldiers with sticks and stones..

Btw i think theres a bit too much civs n stuff, and usually if they go by expansion sets it usually makes the game unbalanced..

'09 Match Of Death Winner

My elorating

Never interrupt your enemy when he is making a mistake. -Napoleon
posted 09-04-08 04:33 PM EDT (US)     11 / 35  
Here you go: Mali, one of your XPack civs, with a full UU structure (well, almost. I couldn't find any siege or ships)!

Infantry:

Mandekalu - Same as War-Drummer.
Kele-Koun - Very powerful melee heavy infantry.
Horon - Standard Malian infantry. Fights at Melee.
Sofa - Weak, cheap light infantry with javelins.
Jonow - Standard light infantry. Fairly powerful bowman.
Sankar-Zouma - Only one allowed. Incredibly powerful infantry commander.

Cavalry:

Mari - Same as Horn-Blower.
Ton-Tigi - Very powerful ranged light cavalry.
Farima - Essentially a melee knight of Mali.
Farari - Standard light ranged cavalry.
Farima-Soura - Only one allowed. Incredibly powerful cavalry commander.

Siege:

Kora player - Musician who can't attack. Same as banner-bearer
Malian ram - Battering ram
Guinean catapult - Catapult
Timbuktu Fury - Trebuchet
Nigerian torchy - Cheap, weak siege trooper with torches
Niani assault - Like a siege ladder, but covered so has more HP. Also similar to a siege tower.
Arabian powder gun - Like an Imperial Cannon

Ships:

THE SAME, BUT WITH THE:

Pirogue - Light warship replacing the Malian galley.

[This message has been edited by NotInvolved (edited 09-06-2008 @ 04:57 AM).]

posted 09-04-08 07:51 PM EDT (US)     12 / 35  
WHOA thanks a lot NotInvolved, I can tell you'll be very helpful and active in this project I can take care of siege, don't worry, I'll just give em mantlets, primitive catapults and rams, ladders, torchmen, etc.

And btw, I'm bumping AOE1 Remake also, even though that project is done, I'm just bumping it, lol.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 09-05-08 03:03 PM EDT (US)     13 / 35  
Meh. I was bored, I know a lot on the subject, and let's face it: You're gonna need help with the 40-or-so civs you have listed.

I can also get some siege, so I'll put that in my last post.

You're Welcome, and expect plenty more where that came from!

Just a suggestion, but I think you should have the following unit sets:

VANILLA
Nomads - Avars, Huns (Mongols in X-pack)

Barbarians - Bulgarians, burgundians, celts, lombards, slavs, vandals, visigoths

Europeans (the unit set you have already) - Byzantines, english, franks, normans, portuguese, spanish, swiss (Russians in X-pack)

X-PACK
Middle-easterners - Persians, berbers, moors

Asians - Japanese, Chinese, Koreans, Khmer

Africans - Mali, Songhai, Ghana

Y-PACK
Americans - All Y-Pack civs

[This message has been edited by NotInvolved (edited 09-06-2008 @ 05:15 AM).]

posted 09-08-08 11:17 AM EDT (US)     14 / 35  
Yes, teutons should be a major civ, teutons is just another name for germans. The Teutonic Knights were German Crusaders and Knights. So definitely Teutons should be in it.

Nacht Jaeger - Ex AoEH Angel
posted 09-08-08 09:55 PM EDT (US)     15 / 35  
Thanks alot, I changed it. Sorry things may be a bit slow this week, just started highschool so its been a bit of a madhouse recently =/ but during the weekends I'll be spending at least an hour each day updating this and getting the civ templates down and all the ideas.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 09-11-08 08:15 PM EDT (US)     16 / 35  
I've been working on minor civs a bit, by the end of the weekend they'll be done and I'll get to work on main civs, and I'll take all ideas into consideration when I satrt on that

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 09-16-08 06:26 PM EDT (US)     17 / 35  
UPDATE ON CIVS: I am moving the Moors and Berbers to be minor civs. Arabs will be the main civilization now, as will the Seljuks still, too.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 09-18-08 06:19 PM EDT (US)     18 / 35  
I would add an orchard option-it would take a long time to plant, but it produces food much faster/has a lot more food.

You could divide the place into invisible (or semi-invisible) grids, or square areas, so a player could with lots of land could get bonuses.

That's all I have for now, more later.
posted 09-28-08 00:23 AM EDT (US)     19 / 35  
Sorry I haven't been doing much, time has been very tight for the past week or two. I am updating the minor civs whenever I can.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 09-28-08 04:30 AM EDT (US)     20 / 35  
I also now have a wonder for the Malinese - The Sankore University.
posted 10-01-08 00:57 AM EDT (US)     21 / 35  
Drop the Arabs. Moors, Berbers, and Persians cover them.
Persians are not Arabs, just so you know. Any Persian would be quite offended if you suggested that.

If you're going to consolidate Moors and Berbers into Arabs, you should do the same for Seljuks, Pechenegs and Gokturks, and just have a Turks civ. This would also cover Ottomans, whom you seem to have left out for some reason.
posted 10-04-08 02:35 AM EDT (US)     22 / 35  
I'm trying to make civs more specific in this remake Also no Ottos because this only goes up to 1453, the Ottomans were gaining power then, but not quite just yet.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 10-04-08 03:23 AM EDT (US)     23 / 35  
You said you only go to 1453 then why there is Aztecs, Incas, even Australia map?
posted 10-04-08 12:56 PM EDT (US)     24 / 35  
They still existed, even if Europeans didn't know about them.
posted 10-04-08 09:36 PM EDT (US)     25 / 35  
Hit the nail on the head, NotInvolved

Unlike with AOE2 and AOE1, my remakes will include the entire world. Just because Europe didn't know about them doesn't mean they don't matter. They still had wars and empires and trade and economies and such in the unexplored parts of the world.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
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