You must be logged in to post messages.
Please login or register

Future Robot, Bonfire, Windstorm, and NewToy Games Forum

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: What do you think about a Re-make of Age of Empires 2?
« Previous Page  1 ··· 4 5 6 7 8  Next Page »
posted 05-13-06 04:20 PM EDT (US)   
So, Age of Empires 2 was truly a very good game. I personally think that a remake for it is a must, specially considering the quantity and quality of the new civilizations (Along with the old) that could be added.

So, the normal set up would have to be as usual. Basically the same gameplay, with better graphics, and of course new civilizations. Remember that according to Sandy, with his design team he could have easily made the same type of game style of AoK but with even a whole bunch of more civilizations.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

On the Age of Kings, civs. and UU:

I'm thinking each civilization could now have one more unique unit. The concept of there being minor tribes and such could also be used, although I don't know how. And the concept of using Home cities could also be used.


-Teutons = Teutonic Knight(Infantry) and Teutonic Knight(Cavalry).

-Franks = Throwing Axeman and Royal Paladin.

-Britons = Longbowman and Aumabellu.

-Saracens = Mameluke and Berber Raider.

-Turks = Jannisary (Looks more like AoE3) and Sipahi.

-Chinese = Chu-Ko-Nu and Fire Junk.

-Persia = War Elephants and ...

-Mongols = Mangudai and ...

-Japanese = Samurai and Ninja.

-Celts = Woad Raider and Gaelic Levy.

-Byzantines = Cataphract and Legionare and Stradiota.

-Vikings = Berserk and Longship and Huskarl.

New civilizations (4 more, I'm guessing so as to there will be 18):

-Russians (By King_Ali and Lord Iraune)= Muscovite Polki and Bogatyr and Druzhina.

-Hungary (By Ghostic)= Magyar Hussar and ....

-Poland (By Lord Iarune)= Winged Hussar and Strzelcy.

-Venetia (By Custergrant)= Ragusan Ships and Italian Gendarm.

-Crusader Kingdoms (By Yamato Take) = Temple Guard and Temple Cavalry and Hospitaller Chaplain.

-Lithuania (By Lord Iarune)= Boyar and Voyevoda.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

On the Conquerors expansion, Civs. and UU:

I'm guessing it's going to be 5 - 14 civilizations.

All of the Civilizations (Except the African and American) receive missionaries.

-Spain = Conquistador and Almogavar and Lancer.

-Aztecs = Jaguar Warrior and Eagle Warrior and Teotecuhtli.

-Mayans = Plumed Archer and Holcan Spearman.

-Koreans = Turtle Ship and War Wagon and Hwacha.

-Incas (By Novoa20)= Axeman and Maceman and Huaminca (all
have "Royal" upgrades).

-Taino (By Lord Iarune)= Macana Raider and War Canoe.

-Toltec (By Yamato Take)= Dawn Knight and Coyote Warrior and Dart Thrower.

-Mali (By Yamato Take)= Iron Rider and Assigiri.

-Ghana (By Yamato Take)= Ambusher and Sahelian Kwarbai.

-Shongai (By Yamato Take)= Gulham and Tuareg Mauraders.

-Serbia (By Lord Iarune)= Vlastela and Wallachian Mercenary Cavalry and Moldavian Curteni.

-Munhumutapa Empire/Great Zimbabwe = Zimbabwe Fanatic and Architect and Laborer.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Art Sets: By Yamato Take

*West European: Britons, Celts, Franks, and Spanish.

*North-east European: Teutons, Vikings, Knights Templar, Venetia

*Middle Eastern: Byzantines, Persians, Saracens, Turks.

*Far Eastern: Chinese, Japanese, Mongols, Koreans.

*Meso-American/South American: Mayans, Aztecs, Taino, and Toltecs; Incas are appearing here, but for Castle and Imperial age they are having different sets, or maybe just Imperial.

*African Art Set: Mali, Ghana, Shongai, and Great Zimbabwe.

*Eastern Europe: Russia, Hungary, Polish-Lithuanian Commonwealth, and Serbia.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Other Possible Ideas for civilizations and other things.

By Lord Iraune:

Moldavians

UU: Curteni, Rustici Macemen, Rustici Scythe Wielder

-Curteni: A strong Moldvavian archer unit.

-Rustici Macemen: A warrior recruited from peasents wielding a mace.

-Rustici Scythe Wielder: Another peasent recruited soldier wielding a lethal scythe.

Timucua
UU: Tatooed Bowman, Alligator Hunter

-Tatooed Bowman: A Timucua warrior with many tatooes, wielding a strong bow.

-Alligator Hunter: A Timucua skill, Alligator Hunters were very strong and could take down an alligator with poles and bare hands. Their strength also works against other soldiers. They are bonused against wild animals.

Saxons

UU: Thegn- A wealthy Saxon warrior with a shield and a sword and chainmail.

Gebur Bowman- A cheap, light, fast-moving Saxon archer.

Note: Saxons have a special type of villager, the Ceol, that gathers faster and moves a bit faster than normal villagers.

Inuit

UU: Elk Skin Hunter- A hunter clad in an elk skin that uses a native bow.

Harpoon Thrower- A warrior that throws two harpoons. It can also build a Fishing Canoe, in which it, and only it, can go into and harpoon fish from.

Mercenary

-Saxon Thegn: A Saxon wealthy-man soldier equipped with armor and a sword.
-Gothic Warlord: A mercenary from deep Germany wielding a heavy axe. The Gothic Warlord is one of the strongest mercenaries in the game.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
By Calatrava Knight:

History: http://en.wikipedia.org/wiki/History_of_Ethiopia

Architectonic style: Middle-Eastern. Why not African? Well, Ethiopians were VERY influenced by Mediterranean civilizations like Egypt, Rome and mainly Byzantium and Pre-Islamic Arabia. In the XVI century they also receive some influences of the Portuguese.
Wonder: King Ezana’ Stele
http://www.homestead.com/wysinger/img0034.jpg

UU: Horse spearman, Elite horse spearman.
http://en.wikipedia.org/wiki/Image:Early_nineteenth_century_warriors_Colour.jpg
Cavalry unit with long range attack, he throws spears in manner of skirmishers. Good against archers, common skirmishers and monks, but bad against cavalry, catapults and onagers. This unit is ideal for fast raids in combination with horse archers, protecting them from the attack of foot archers and skirmishers.
Improvements: Same as horse archers (Archery + Stable).
Brief history: A big part of the History of Ethiopia is the History of the defence against Muslim invasions from all directions. In order to organize fast counter-attacks, Ethiopians trained vast amounts of soldiers, many of them armed with spears, cheaper and faster to construct than swords. The feudal warlords and the own emperor also had detachments of cavalrymen in their service that could move very fast in order to repel attacks in different regions. When Muslims weren’t attack, these riders played an important role in the conquest of other Black African groups that had not cavalry.

Second UU: ?

UT: Devotion to Emperor. Reduce 30% the cost of infantry.
Since ancient times, Ethiopian kings (later known as emperors) unified an original form of African Christian Church around them and claimed to be the direct descendants of King Solomon and the Queen of Sheba. This converted the emperor figure in a form of <<saint ruler>>. Playing this card, the Ethiopian monarchs had not problem to demand a great percentage of food production or call all their subjects to war. In fact, Ethiopians created one of the earliest systems of obligatory military recruitment, very useful to repel the constant Muslims invasions in the country during several centuries.

Team bonus: Foot spearmen, pikermen and halberdiers have +3 points of attack against camels.
+ Relics produce +20% of gold
+ Monks have +2 points of protection.
+ Barracks produce infantry units 15% faster.

On the bad side: They have few armoured cavalry, bad siege weapons and no gunpowder units aside of hand cannoners (introduced in Ethiopia by the Portuguese)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

***********************************************************
Regional Units: King_Ali_Skahir

Europe:
Melee Infantry:
-Swordsman (Anti-Infantry unit)
-Pikeman (the best anti-cavalry unit, falls to swordman)
-Halberdier (Good vs cavalry, stands up to swordman better)

Ranged Infantry:
-Crossbowman (More of a siege unit than combat, slow ROF)
-Archer (Good vs non ranged infantry)
-Skirmisher (Good vs Archers, and Crossbowmen)
-Arquebus (short range, powrful attack)

Cavalry:
-Knight (Good vs range infantry, Swordsmen and siege), falls to arquebuser)
-Cavalry Archer (Good vs cavalry)

Siege:
-Catapult (Good vs all infantry and buildings)
-Balista (Good vs infantry, not so good vs buildings)
-Trebuchet (Like a mortar, only good at siege, cannot attack units except ships)
-Battering Ram (good vs buildings, particulary gates and walls cannot attack units)

Middle East:

-Saber/Scimitar swordsmen (Anti-Infantry unit)
-Axeman (Good vs cavalry, stands up to swordman better, replaces halberdier)
-Pikeman

Range Infantry:
-Bowmen (longer range than archer, same purpose)
-Skirmisher
-Crossbowman
-Arquebus

Cavalry:
-Knight
-Camel Rider (a light cavalry unit, better than knight at taking out range infantry)
-Cavalry Archer

Siege:
-Catapult
-Balista
-Trebuchet
-Battering Ram

Eastern Asia:

melee infantry:
-Halberdier
-Short Swordsman (Good vs Infantry, faster than swordsman)
-Pikeman

Range Infantry:
-Crossbowman
-Bowman
-Arquebuser
-Skirmisher

Cavalry:
-Mounted Spearman (faster and less hp than knights, however the long spear lets it beat halberdiers)
-Horse Archer (faster than cavalry archer)

Siege:
-Siege Crossbow (Takes the same role as trebuchet, but firs balistas at a longer range, making it able to take out infantry as well)
-Battering Ram
-Catapult

Meso America/ Caribean:

Melee infantry:
-Obsidian Swordsman (faster and more lightly armored than regulr swordsman, stands up better to Heavy cavalry.
-Spearman (faster version of the pikeman)
-Stone Axeman (less attack, more speed good vs cavalry, stands up better to swordsmen)

Ranged Infantry:
-Plumed Archer (Faster with lower attack higher range than even bowman)
-Atl Atl (Longer range than Skirmisher, good vs ranged infantry)
-Slinger (Powerful attack, short range good vs cavalry)

Cavalry:
Monks have capture ability allowing them to convert enemy cavalry only, however no matter what cavalry unit you convert you will recieve a:
-Javelineer (mounted skirmisher, good vs cavalry and ranged infantry)

Siege:
-Pipil Stone thrower (I have no idea how this works)
-Ram (Battering ram type unit held by 2 men)

South America:

Melee Infantry:
-Clubman (good against infantry, but has the low attack, high Hp)
-Spearman
-Bronze Axe/maceman (good vs cavalry, stands up better to swordsman)

Ranged Infantry:
-Blow Gunner (short ranged high attack, faster than Archer)
-Slinger
-Atl Atl

Cavalry:
-Javelineer

Siege:
-Siege Slinger
-ram

Africa

Melee Infantry:
-Spearman
-Ivory Swordman (Uses a Sword made from Elephant's Tusks, less attack, faster)
-Axeman

Ranged Infantry:
-Bowman
-Skirmisher
-Slinger

Cavalry:
-Mounted Spearman
-Camel Rider
-Javelineer

Siege:
-Catapult
-Ram


Note: All Bow and arrow units have good siege because of the use of Flaming arrows when attacking a building, flaming arrows ONLY appear when attacking a building.

<><><><><><><>< ­­­­­­­><><><><><><>& lt;­;­&­g­t;­;­<><><><><><& gt;&l­t;­&g­t;­<­;&­gt;
Minor Tribes: By Say1988

I would say keep Minor tribes, but in a different way, as minor allies that you can select along with your civ before the game. When playing you ca build a building which gives you access to a unit or two and some technology.

<><><><><><><>< ­­­­­­­><><><><><><>& lt;­;­&­g­t;­;­<><><><><><& gt;&l­t;­&g­t;­<­;&­gt;

Mercenaries: By King_Ali_Skahir and Yamato Take and Novoa20 and Lord Iarune.

European Mercs:
-Welsh Longbowman
-Highlanders (targe and swordman, good vs archers)
-Landesknecht (carries a Flamberge 2 handed sword good vs infantry)
-Swiss Pikeman (good vs cavalry)
-Hackapell (High attack low Hp, Good raider)
-Black Rider (carries primitive pistols Good vs cavalry)
-Detective (Has the ability to change colors and thus act as a spy)
-Pictish Painted Warrior (This strong soldier wields a blunt sword for crushing)


Middle East/Africa:
-War Elephant Heavy cavalry, slow, good vs infantry)
-Egyptian Slave Soldier (highest hp cavalry after elephant)
-Immortal Infantry (Sword and Arquebuss wielder)
-Immortal Cavalry (Arqebuss wielding cavalry, good vs cavalry)
-Hide Soldier (Good vs archer, carries a large shield made from Hippo/Rino/Elephant hide)
-Hornbow Archer (Uses bow made from A horn, short range big attack)
-Bantu Umpakati: A spearmen with a zebra hide shield from the Bantu tribe of Africa.

East Asia:
-Ronin (Good vs infantry,separate unit from samurai)
-Chinese Tigerman (Fast anit-cavalry unit, like a rodelero)
-Chinese Ironman (Slow anti-cavalry unit, high Armor)
-Rocket Wagon (Good vs infantry/buildings with area damage)
-Manchu (Fastest Anti cavalry unit)
-War Elephant
-Khamapa (Fast horsemen mauraders good against infantry, buildings, and villagers)
-Buddhist Monks (A special healing unit that can also hold its own in battle and is primarily effective against light infantry, knows Kung-Fu 'hiaya!')

Meso/South America/caribean
-Obsidian Archer (Low range high attack)
-PoisonArrow Bowman (Long range, leaves poisonous after effects)
-Beast Rider (captured spanish horses, uses a spear, good vs infantry)
-Thunder Maker (captured spanish guns, uses an arquebuss)
-Inca General (Attack advantage vs. siege units and monks/priests, heals itself slowly, can't be easily converted)
-Auca Sharpshooter (A blowgunner from the Auca tribe of the Amazon rainforest that shoots poison darts that slowly kill the enemy, doesn't have much range)
-Carib Cannibal Warrior (A barbaric Carib warrior with a primitive machete like weapon)
-Tupi Animal Tamer (Wields a short spear, can train up to 5 tame jaguars. When one dies, you can train it again; All for a cost of course)
-Sharktooth Clubman (A Fast clubman with a high attack, uses a club studed with Sharkteeth)
-Sharktooth bowman (powerful and fast, short ranged)
-Ritual Shaman (a strong fighting healer and converter, however comes in small numbers)
-Timucua Tatooed Bowman (An elite archer from the southern Florida Timucua tribe that is covered in native tatooes)

&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

Maps

Vinland: Tall Canadian forests dominate the western half of the map. To the east is a white, sandy beach that forms the coast of frigid, icy waters in the east. This ocean is filled with plenty of fish. Wood is also plentiful. Some mines are hidden all over the map, whilst stone deposits lay near the shore. This map is unique, as it has an alliable native tribe, the Inuit. Not the Inuit of Alaska, but the Inuit of the far northern Eastern Coast. There are two Inuit settlements somewhere on the map that you can ally with. Use there unit, the Elk Skin Hunter, wisely.

Pripet Marshes: Low marshlands cover the map in various places, accompanied by tall trees native to northeastern Europe. There are low amounts of shore fish in the marshes but plenty of marsh bird huntables. The only problem with this map is that there is low fog.

Congo: This steamy jungle is filled with many wonders. Winding all throughout the jungle is the Congo River, with some amounts of fish. The map is thick with forests and has a high layer of jungle mist. The trees are so tall, even you as the player cannot see the canopy in some areas. There are mines near your starting point and ones hidden in the jungle. Eye candy and ambient noises are plentiful in this mysterious place. If you are lucky, you can spot a rare okapi huntable, which gives you food and also a small amount of gold for its rarity.

Himalayas: Set in the midst of large imposing mountains, resources are scarce except for gold. Enemy's will be seperated by a valley and there are no real chances for open battle here, most of the rigorous paths and trail will require guerrilla warfare and skirmishes.
Philippines- The archepelago of the Philippines hosts random island combinations from a small chain of islands to one big island. Naval warfare is crucial here, and fishing is excellent, giving certain naval powers advantages against the others. The strategy for low power-naval civilizations to rush in to the enemy's island and defeat them on land.

Tartar Plains: the sparse open lands of the Tartars, enemies of the Mongolians and Russians. Resources are plenty and the nearly flat landscape provides many chances to engange in open battle.
-----------------------------------------------------------

As you see I need your help to figure things out.

Please post your comments, and if you could help it would be even better. As this section is complete, I'll go on to talk about unique technologies, housing, etc.


Special thanks to:

Lord Iarune for his Inuit, Korean, Byzantine, Polish-Lithuanian, Mapuche, Moldavian, Taino, and Serbian units and ideas.
Yamato Take for his African civilization, Aymara, Taino, Mapuche, and Toltec ideas, and his art sets.
Mythos_Ruler for sharing his ideas.
King_Ali_Skahir for his Russian ideas and his Unit thoughts.
Ghosthic for his Hungarian ideas.
Novoa20 for his Inca and Byzantine ideas.
Calatrava Knight for his suggestions and helpful ideas.
Say1988 for the good ideas.
Quinarvy for being a supportive person and helping in developing the latter part of this.
Custergrant for indirectly helping Venetia.

[This message has been edited by Novoa20 (edited 07-20-2006 @ 05:03 PM).]

Replies:
posted 07-01-06 09:53 PM EDT (US)     126 / 253  
Very true...I guess we don't really need the Khmer.
posted 07-02-06 00:28 AM EDT (US)     127 / 253  
posted 07-02-06 10:01 AM EDT (US)     128 / 253  
I think we just have too many civs.

Quote:

*West European: Britons, Celts, Franks, and Spanish.

*North-east European: Goths, Teutons, Vikings, and Huns.

*Middle Eastern: Byzantines, Persians, Saracens, Turks.

*Far Eastern: Chinese, Japanese, Mongols, Koreans.

*Meso-American: Mayans, Aztecs, Taino, and Toltecs.

*African Art Set: Mali, Ghana, Shongai, and Great Zimbabwe.

*Eastern Europe: Russia, Hungary, Polish-Lithuanian Commonwealth, Knights Templar, and Serbia.

South American: Inca, Mapuche, and Aymara.

All of our civilizations in total is 32 civilizations. Now I think we need to focus on universal units, maps, and that sort of thing.


Cosmopolitan? Check.
posted 07-02-06 01:47 PM EDT (US)     129 / 253  
That would be a wonderful idea Yamato.

So please, I appreciate your many civilization ideas everyone, but we have enough civilizations at the moment.

These 32 civilizations would be pretty fun so far. Anymore would also be interesting, but these are the most likely.


The Campaigns, you can post them here in this topic, but I won't put them up since they are going to take up too much space.

However the maps and more development on the universal units will always go up.


Thanks, and well, let's see with what maps you can come up with.

posted 07-02-06 02:01 PM EDT (US)     130 / 253  
I too am tired of designing civs. Anyway, here is a couple of maps by me:

Vinland: Tall Canadian forests dominate the western half of the map. To the east is a white, sandy beach that forms the coast of frigid, icy waters in the east. This ocean is filled with plenty of fish. Wood is also plentiful. Some mines are hidden all over the map, whilst stone deposits lay near the shore. This map is unique, as it has an alliable native tribe, the Inuit. Not the Inuit of Alaska, but the Inuit of the far northern Eastern Coast. There are two Inuit settlements somewhere on the map that you can ally with. Use there unit, the Elk Skin Hunter, wisely.

Pripet Marshes: Low marshlands cover the map in various places, accompanied by tall trees native to northeastern Europe. There are low amounts of shore fish in the marshes but plenty of marsh bird huntables. The only problem with this map is that there is low fog.

Congo: This steamy jungle is filled with many wonders. Winding all throughout the jungle is the Congo River, with some amounts of fish. The map is thick with forests and has a high layer of jungle mist. The trees are so tall, even you as the player cannot see the canopy in some areas. There are mines near your starting point and ones hidden in the jungle. Eye candy and ambient noises are plentiful in this mysterious place. If you are lucky, you can spot a rare okapi huntable, which gives you food and also a small amount of gold for its rarity.


׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 07-02-06 05:15 PM EDT (US)     131 / 253  
Himalayas- Set in the midst of large imposing mountains, resources are scarce except for gold. Enemy's will be seperated by a valley and there are no real chances for open battle here, most of the rigorous paths and trail will require guerrilla warfare and skirmishes.

Philippines- The archepelago of the Philippines hosts random island combinations from a small chain of islands to one big island. Naval warfare is crucial here, and fishing is excellent, giving certain naval powers advantages against the others. The strategy for low power-naval civilizations to rush in to the enemy's island and defeat them on land.

Tartar Plains- the sparse open lands of the Tartars, enemies of the Mongolians and Russians. Resources are plenty and the nearly flat landscape provides many chances to engange in open battle.

I thought those could be some for Asia.


Cosmopolitan? Check.
posted 07-02-06 07:49 PM EDT (US)     132 / 253  
Before any more maps are made, I say we narrow down and get rid of some of the civs...there are way too many civs in this game.

I think one we can get rid of is the Knights Templar. They were not really a civilization, just an organization.

Some of the native civs should also go. Definately not the Incas, Aztecs, and Maya though.


׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 07-02-06 08:05 PM EDT (US)     133 / 253  
I say get rid of all the natives except Aztec, Inca, Maya, Toltec and Taino. Although the Knights Templar I would have to say should stay. They had enormous wealth and power during the crusades and were a country and kingdom all to themselves.

Cosmopolitan? Check.
posted 07-02-06 08:08 PM EDT (US)     134 / 253  
I really don't understand why the Inuit are in the game, either.

Also, boot the Huns and Goths. They work better for a game about ancient history, not medieval. Turks seem like they'd be too similar to the Ottomans, as well. I don't see any of those civs necessary.

Knights Templar is pretty pointless too, but you could integreate their units into some of the Christian European civs. I also think that the Polish and Hungarians could be combined into one civ.

Finally, add a Druzhina unit for the Russians.


"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.
posted 07-02-06 08:20 PM EDT (US)     135 / 253  
Inuit are in the game as a minor tribe on Vinland to represent the viking contact with Native Americans.

Anyway, Yamato's right about booting all other native civs besides the ones he say.

Also Goths and Huns should be eliminated, as well as Turks if Ottomans are in.

But combining Poland and Hungary would be a bad idea and kinda not make sense. Poland is already combined with Lithuania, and the Polish and Hungarian cultures were way too different to be combined.


׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 07-02-06 08:32 PM EDT (US)     136 / 253  
-Teutons

-Franks

-Britons

-Saracens

-Turks

-Chinese

-Persia

-Huns

-Mongols

-Japanese

-Celts

-Byzantines

-Vikings (Should be renamed to Scandinavians)

-Goths

New civilizations

-Russians (By King_Ali and Lord Iarune)

-Hungary (By Ghostic)

-Polish-Lithuanian Commonwealth (By Lord Iarune)

-Knights Templar (By Yamato Take) (Yamato stated why they should stay)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Conquerors Expansion

-Spain

-Aztecs

-Mayans

-Koreans

-Incas (By Novoa20)

-Taino (By Lord Iarune)

-Toltec (By Yamato Take)

-Inuits (By Lord Iarune) (Now a minor tribe for map Vinland)

-Mali (By Yamato Take)

-Ghana (By Yamato Take)

-Shongai (By Yamato Take)

-Aymara (By Yamato Take)

Mapuche (By Lord Iarune & Yamato Take)

-Serbia (By Lord Iarune)

-Munhumutapa Empire/Great Zimbabwe (By Yamato Take)


׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 07-02-06 08:39 PM EDT (US)     137 / 253  
Alright then, no Huns and Ghots (That can go for an AoE 1 remake).

-What do you think we should do with the Huskarls and Tarkans (Mainly Huskarls)?

-The Turks are staying. Ottomans aren't going to be a civilization for this game.

-Poland and Hungary are staying separate.

-Decide yourselves, should the Knights Templar stay or leave (I personally think they are kind of cool)?

-The African Natives are staying, but the other Native American Natives except for the already mentioned are leaving.

-I'm adding your maps on the top.

posted 07-02-06 08:55 PM EDT (US)     138 / 253  
And I'm also questioning the appearance of Minor Tribes.

I think that should be reserved for AoE3. Mercenaries are somewhat interesting for the game and do provide with sense for Age of Empires 2, but AoE2 isn't about the colonization of the Americas nor Africa.

So Minor Tribes, at least I think, should remain as something unique for AoE3.

posted 07-02-06 10:13 PM EDT (US)     139 / 253  
For huscarls, it's simple. Give em to my Saxon civilization, which I think deserves a spot as a civilization.

׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 07-02-06 10:59 PM EDT (US)     140 / 253  
I would say keep Minor tribes, but in a different way, as minor allies that you can select along with your civ before the game. When playing you ca build a building which gives you access to a unit or two and some technology.

If anyone has played Emperor:Battle for Dune, I am thinking along the lines of the Ix, Tielaxu, Fremen, etc... in that game.

posted 07-02-06 11:11 PM EDT (US)     141 / 253  
I don't like Dune and never played it, but it is a good concept. Like some minor allies can only be available to certain civilizations.

׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 07-03-06 00:34 AM EDT (US)     142 / 253  
The Housecarl/Huskarl should be the other Viking unique unit, they were quite strictly Scandinavian.

"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.
posted 07-03-06 01:28 AM EDT (US)     143 / 253  
posted 07-03-06 01:38 AM EDT (US)     144 / 253  
Tarkan could go to the Mongols?

Could Knights Hospitllar be added mercenaries for the Templar? Or they could be combined into a crusading civ... (Hospitllar UUs: Hoop Thrower *could replace hand cannoneer if the orders are combined, and Hospitllar Light Cavalry)

And what about one of the Italian City States as a civ (I know were trying to avoid adding more civs, but the Italian city states were powerful)

AOE2 Remake: The only game with 100 Unique and Balanced civs

[This message has been edited by Quinarvy (edited 07-03-2006 @ 01:45 AM).]

posted 07-03-06 07:07 AM EDT (US)     145 / 253  

Quote:

Yeah, but which civ gets MYRMIDONS???

Why, the Hungarians of course! And the Saracens get Behemoths, and the Franks can get cyclopes, and while we're at it, Ghengis Khan can empower buildings.

All kidding aside... Huskarls weren't Gothic!


"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.
posted 07-03-06 09:45 AM EDT (US)     146 / 253  
Hold on here, I'm getting an Idea.

Crusader Kingdom or Kingdom of Jerusalem

Templar Guard- Strong swordsman good against cavalry

Templar Cavalry- The Templar symbol, two men ridinng one horse. Can attack multiple enemies, but has less attack

Hospitaller Hoop Thrower- Maltan archer that enflames hoops to be thrown at enemies.


Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 07-03-2006 @ 09:46 AM).]

posted 07-03-06 11:56 AM EDT (US)     147 / 253  

Quote:

The Housecarl/Huskarl should be the other Viking unique unit, they were quite strictly Scandinavian.

Definately not true. Saxons had the huscarl for a military unit.


׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 07-03-06 01:26 PM EDT (US)     148 / 253  
Please, no crusaders or religious orders as civs. They only were a mixture of European soldiers (mainly French and Germans). Perhaps, they may be in the game as mercenaries for European civilizations.

Following the request of Lord Iarune, I put my idea for another African civilization: the Ethiopians.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

History: http://en.wikipedia.org/wiki/History_of_Ethiopia

Architectonic style: Middle-Eastern. Why not African? Well, Ethiopians were VERY influenced by Mediterranean civilizations like Egypt, Rome and mainly Byzantium and Pre-Islamic Arabia. In the XVI century they also receive some influences of the Portuguese.
Wonder: King Ezana’ Stele
http://www.homestead.com/wysinger/img0034.jpg

UU: Horse spearman, Elite horse spearman.
http://en.wikipedia.org/wiki/Image:Early_nineteenth_century_warriors_Colour.jpg
Cavalry unit with long range attack, he throws spears in manner of skirmishers. Good against archers, common skirmishers and monks, but bad against cavalry, catapults and onagers. This unit is ideal for fast raids in combination with horse archers, protecting them from the attack of foot archers and skirmishers.
Improvements: Same as horse archers (Archery + Stable).
Brief history: A big part of the History of Ethiopia is the History of the defence against Muslim invasions from all directions. In order to organize fast counter-attacks, Ethiopians trained vast amounts of soldiers, many of them armed with spears, cheaper and faster to construct than swords. The feudal warlords and the own emperor also had detachments of cavalrymen in their service that could move very fast in order to repel attacks in different regions. When Muslims weren’t attack, these riders played an important role in the conquest of other Black African groups that had not cavalry.

Second UU: ?

UT: Devotion to Emperor. Reduce 30% the cost of infantry.
Since ancient times, Ethiopian kings (later known as emperors) unified an original form of African Christian Church around them and claimed to be the direct descendants of King Solomon and the Queen of Sheba. This converted the emperor figure in a form of <<saint ruler>>. Playing this card, the Ethiopian monarchs had not problem to demand a great percentage of food production or call all their subjects to war. In fact, Ethiopians created one of the earliest systems of obligatory military recruitment, very useful to repel the constant Muslims invasions in the country during several centuries.

Team bonus: Foot spearmen, pikermen and halberdiers have +3 points of attack against camels.
+ Relics produce +20% of gold
+ Monks have +2 points of protection.
+ Barracks produce infantry units 15% faster.

On the bad side: They have few armoured cavalry, bad siege weapons and no gunpowder units aside of hand cannoners (introduced in Ethiopia by the Portuguese)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Other units suggestions:

-Missionaire: Not a Spanish UU, but available for some European and Middle-Eastern civs. Many Western European countries sent missionaires to the New World, Byzantium sent missionaires to Russia, Ireland sent missionaires to England, the Muslims sent missionaires to Indonesia and East Africa...

-Siege Tower: A movible tower of wood, it is built and dismantle like AoK Trebuchet. When it reachs a wall, it allows infantry units to cross to the other side above it. Good protection against archers and towers (less when the fire arrows are developed), but bad against gunpowder. Available on Castle Age.
Upgrades: Covered Siege Tower (with cattle skins) and Armoured Siege Tower (with iron plaques) - Both in the Imperial Age.
http://www.wwnorton.com/nael/images/middle/tower.jpg

[This message has been edited by Calatrava Knight (edited 07-03-2006 @ 01:28 PM).]

posted 07-05-06 01:15 AM EDT (US)     149 / 253  
Crusaders are in no matter what

Be ause they were there ow n kingdoms and were very important.

Towards the end, Crusaders werent French and Germany, they were quite literally, natives to the Holy Land

posted 07-05-06 10:12 AM EDT (US)     150 / 253  
The Knights Templar Must Stay, and since they were not an actualy country, but an organization spread over Europe they should have the following:

-Banks: this is because they were the first organized Bankers of the medieval age. Banks produce gold like the dutch banks, but unlike the dutch these can be built in age 3. Giving them a boost when the map has run out of gold mines.

-Militarty Shipments of French, German, Italian, and British unique units (in small numbers) that perhaps cost food. This is to illustrate they way that they recruited men fromm all of Europe to join their crusades.

Another thing that i believe is a that all civilizations should get one time only techs that have short term effects based on history. That you use the same way Godpowers were used in AOM (NO DISEASE!)
Let me explain:

Knights Templar "Special Tech"
Ultimate Sacrifice: Target a group of units to double their attack, but reduce their resistance (or armor) to 0 for a short period of time.
They would get this tech because they were known to fight to the last man in the name of God.

French: Royal Charge: Targetted group of cavalry have trample damage (50%) of their total attack, and a slight speed increase, for a short period of time.

You guy can come of with the rest. Personaly i think it's a good idea (because i came up with it) and because it will make battles more interesting, and will involve more decision making.


Please give me your opinion on the Fall Of Mankind!!! Ultimate Zidane Video

Glory To the revolution!!!

O=[[[[[[[]]]]]]]=-------,
Get Hooked

[This message has been edited by King_Ali_Skahir (edited 07-05-2006 @ 10:23 AM).]

« Previous Page  1 ··· 4 5 6 7 8  Next Page »
Age of Empires III Heaven » Forums » Future Robot, Bonfire, Windstorm, and NewToy Games Forum » What do you think about a Re-make of Age of Empires 2?
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Empires III Heaven | HeavenGames