Dynamic Maps
- princeofcarthage
- Retired Contributor
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Dynamic Maps
Maps has always played a very important role in game balance. However they never got their due in it. What if we were able to create dynamic maps that affect each civ differently but in similar way, instead of blanket spawns that affect each civ similarly but in different way?
What do I mean by dynamic maps? Well there is a possibility that resources on maps and other things can be dynamically adjusted to civilization present on map. To give an example (just an example) say you are playing British, then you possibly have an extra hunt, or if German say an extra mine, or if Japan say berries instead of hunt, if Port or Aztec say you have water kind of thing.
What do I mean by dynamic maps? Well there is a possibility that resources on maps and other things can be dynamically adjusted to civilization present on map. To give an example (just an example) say you are playing British, then you possibly have an extra hunt, or if German say an extra mine, or if Japan say berries instead of hunt, if Port or Aztec say you have water kind of thing.
Fine line to something great is a strange change.
- princeofcarthage
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- Imperial Noob
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Re: Dynamic Maps
Maps with dangers would be cool. This was something that was promised by the devs back during the development of nilla.
Is there a way of making gaia units automatically hostile?
Is there a way of making gaia units automatically hostile?
- Challenger_Marco
- ESOC Media Team
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- princeofcarthage
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Re: Dynamic Maps
Not sure about that but what type of dangers are you talking about? Somethings are possible like, earthquake (like thing) randomly occurring which damages units, I am not sure about others gotta check.Imperial Noob wrote:Maps with dangers would be cool. This was something that was promised by the devs back during the development of nilla.
Is there a way of making gaia units automatically hostile?
Fine line to something great is a strange change.
- Imperial Noob
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Re: Dynamic Maps
I don't necessarily mean area damage from cold and the like, because I've experienced it in Company of Heroes 2 and it's annoying AF. But wild beasts, hostile natives, and outlaws would be neat. In my favourite RTS, Paraworld, the players were often (usually) separated by wildlife on paths towards each other's bases. The turtling tendency was balanced because of the bounties for the beasts slain and found treasures.princeofcarthage wrote:Not sure about that but what type of dangers are you talking about? Somethings are possible like, earthquake (like thing) randomly occurring which damages units, I am not sure about others gotta check.Imperial Noob wrote:Maps with dangers would be cool. This was something that was promised by the devs back during the development of nilla.
Is there a way of making gaia units automatically hostile?
- princeofcarthage
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Re: Dynamic Maps
That could be theoretically be possible though not sure from competitive point of viewImperial Noob wrote:I don't necessarily mean area damage from cold and the like, because I've experienced it in Company of Heroes 2 and it's annoying AF. But wild beasts, hostile natives, and outlaws would be neat. In my favourite RTS, Paraworld, the players were often (usually) separated by wildlife on paths towards each other's bases. The turtling tendency was balanced because of the bounties for the beasts slain and found treasures.princeofcarthage wrote:Not sure about that but what type of dangers are you talking about? Somethings are possible like, earthquake (like thing) randomly occurring which damages units, I am not sure about others gotta check.Imperial Noob wrote:Maps with dangers would be cool. This was something that was promised by the devs back during the development of nilla.
Is there a way of making gaia units automatically hostile?
Fine line to something great is a strange change.
Re: Dynamic Maps
There are mod maps that have auto agro lions, I think its called africa and those lions are fucking strong. They bascially kill explorers without support
Re: Dynamic Maps
If you place "pets" on the map randomly they are hostile but they lack the correct unit tags (theres some funky behaviors when attacking "gaia") so are essentially immortal to any attacks
- princeofcarthage
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- Imperial Noob
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Re: Dynamic Maps
Why could that be? @Development Teamdansil92 wrote:If you place "pets" on the map randomly they are hostile but they lack the correct unit tags (theres some funky behaviors when attacking "gaia") so are essentially immortal to any attacks
Re: Dynamic Maps
When units attack gaia units they use their "guardian attack" but since pets lack the guardian tag it does 0 damage. Units without a guardian attack can kill them but its inconsistentImperial Noob wrote:Why could that be? @Development Teamdansil92 wrote:If you place "pets" on the map randomly they are hostile but they lack the correct unit tags (theres some funky behaviors when attacking "gaia") so are essentially immortal to any attacks
- Imperial Noob
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Re: Dynamic Maps
Wow. A 15-year-old mystery what the heck is a guardian attack solved. It raises a new question though...dansil92 wrote:When units attack gaia units they use their "guardian attack" but since pets lack the guardian tag it does 0 damage. Units without a guardian attack can kill them but its inconsistentImperial Noob wrote:Why could that be? @Development Teamdansil92 wrote:If you place "pets" on the map randomly they are hostile but they lack the correct unit tags (theres some funky behaviors when attacking "gaia") so are essentially immortal to any attacks
What's the purpose of a separate attack in the first place, if key units have multipliers anyway?
Re: Dynamic Maps
Guardian attack doesnt have splash damage iirc, plus a few other details. Eaglemut would know more specificsImperial Noob wrote:Wow. A 15-year-old mystery what the heck is a guardian attack solved. It raises a new question though...dansil92 wrote:When units attack gaia units they use their "guardian attack" but since pets lack the guardian tag it does 0 damage. Units without a guardian attack can kill them but its inconsistentShow hidden quotes
What's the purpose of a separate attack in the first place, if key units have multipliers anyway?
- princeofcarthage
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Re: Dynamic Maps
@dansil92 that could probably be fixable though
Fine line to something great is a strange change.
- UpMySleeves
- Dragoon
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Re: Dynamic Maps
They are dynamic enough already. [:
Never trust a man in a blue trench coat, never drive a car when you're dead
- RuinousEdge
- Musketeer
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Re: Dynamic Maps
we need random natural disasters, such as volcanic eruptions, earthquakes & tidal waves. force players to battle nature as well as each other.
!vikings, glory to Valhalla and GUA!!!!
Re: Dynamic Maps
The only way I could see it being accepted by competitive players is if, for example, at 10 minutes there is an eqarthquake which blocks or gives access to various parts of the map
last time i cryed was because i stood on Lego
Re: Dynamic Maps
Man ya'll need to play some age of mythology
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