Mirage Engine
Legacy of Aein - Printable Version

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Re: Legacy of Aein - shaded - 08-05-2008

FIGHTING STYLES
--------------
cautious
analytical
organized
berserk

I was going to add four+ fighting styles, which are chosen upon creation. Each fighting style will have a weakness to one opposing fighting style. Also, each style will produce slightly different outcomes and affects tactics.

Cautious: Player moves slightly slower than others. Ambushing and surprise tactics are much harder to perform on the style. Troop loss is lessened when in combat. They are weak against Organized.

Analytical: Player plans and analyzes everything around them. This gives them a slight bonus with tactics. They are weak against Berserk.

Organized: Player moves in a strict formation. It is difficult to break their morale. This style gains a greater bonus against cities. They are weak against Analytical.

Berserk: Player moves at a quicker rate than others. They suffer greater troop loss and cause greater troop loss. They have a slight penalty with tactics. They are weak against Cautious.

*Note: This is just a rough sketch of the idea. It is not implemented and I plan to work out further details. Any comments would help greatly.


Re: Legacy of Aein - shaded - 22-05-2008

Got my g/f to start mapping for me to save time.

I haven't posted much here lately, but I've been doing a lot of tedious boring crap! Smile

Testing the game will consist of no tactics or spells. Primarily it will be just moving around the maps and taking over people's cities and fighting each other using JUST soldiers.

Testing will last about a week with 30 minute ticks. I will post a link soon when it will be up.


Re: Legacy of Aein - shaded - 27-05-2008

Added a few more terrain types.

Plains
Desert
Light Forest
Dense Forest
Hill
Mountain
Swamp
Fresh Water
Salt Water

Rezeyu mentioned earlier about having different terrain affecting attacking bonus. Asrrin29 mentioned movement endurance. I am going to have both and more.

Terrain is going to play a major role in the game.

EXAMPLE 1:
You create a city that is next to fresh water and on the plains.

You will obtain a greater farming bonus.
You can build Docks.
You are subject to floods and tornadoes.
You are immune to rock slides and forest fires.
It is cheaper to expand the city due to less obstacles.
Your city is resistant to ambush tactics.

EXAMPLE 2:
You create a city that is on a mountain.
You obtain a greater mining bonus.
You are subject to rock slides and volcanic activity.
You are immune to forest fires, floods, and tornadoes.
It is much more expensive to expand due to terrain obstacles.
Your city is vulnerable to ambush tactics.
Your city gains a defensive bonus.

EXAMPLE 3:
Your army is on plains.
You move at best movement rate.
Horses gain offensive/defensive bonus.
Ambush attacks are weakened.
Archer attacks are strengthened.

EXAMPLE 4:
Your army is on light forests.
You move at 4/5 movement
Horses gain 1/2 offensive/defensive bonus.
Ambush attacks are strengthened.
Archer attacks are weakened.
Fire attacks are strengthened.
Creating wood forts are cheaper and quicker.
Concealment is possible.


Re: Legacy of Aein - Pbcrazy - 27-05-2008

sounds good i like it. as for different types of soldiers i dont think you need to, that could make it a lil to complicating for players cuz they also have to think about terrain and such.


Re: Legacy of Aein - shaded - 27-05-2008

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Just a few more screen shots.


Re: Legacy of Aein - shaded - 27-05-2008

I was thinking the same. Instead tactics would simulate the different types of attacks that different units would do.

Some Examples:
Raid
Ambush
Charge
Fire Arrow

But it would be easy for me to add soldier types. IF I did they would be the following:

Swordsmen, Axemen, Archers, Spearmen, Lancer

And each type would be better at different tactics. As for testing, I will try to go with just soldiers and see how it is.


Re: Legacy of Aein - shaded - 27-05-2008

Removed from code:
Npcs
Party
Shop/Trade
Door/Key
Classes
Spells
Guild
Basic Mirage "stuff"- Hp,Mp,Sp,old stats, etc.
Most Map Properties


Re: Legacy of Aein - shaded - 29-05-2008

http://myfreefilehosting.com/f/6f833681a9_2.16MB

Some wave files I made for the game. Some will work others were just for fun. If you get a chance, listen to them and let me know which is usable. Thanks.


Re: Legacy of Aein - Ramsey - 30-05-2008

You should be able to 'Adopt' heroes or generals that give bonuses to your army. Like General Douglas, +5 ambush etc.

EDIT: You can only get a chance after doing missions or something.


Re: Legacy of Aein - GIAKEN - 30-05-2008

http://geonet.auburnflame.com/MidiCollection.rar
http://geonet.auburnflame.com/SoundEffects.rar

There's two free-to-use-no-credit-needed collections for MIDIs and WAVs.


Re: Legacy of Aein - shaded - 30-05-2008

The adopt a general idea I was contemplating for some time now. I know for sure I am going to allow each player to create their ruler and as their fame increases they can create up to 3 generals for now, which they can customize and such.

Having some "special" generals would be cool and help with some of rpg style of the game that I plan to add.


Re: Legacy of Aein - GIAKEN - 30-05-2008

Asrrin29 Wrote:how do you know they are free to use?

Because I got them about 2 years ago on Elysium from some guy that said they were and I've been giving them out ever since?


Re: Legacy of Aein - Ramsey - 01-06-2008

Few ideas for your game.

Revolt. If your people are treated badly they can refuse to mine, cut wood, or refuse to pay taxes etc.

Religion. You should be able to choose a made up religion and depending on that religion, it will determine troop morale. Also, you need to build places of worship depending on your religion and if you don't, people can revolt and refuse to work or pay taxes. If you conquer a city of different religion, you can choose to slay non-believer or simply convert them and build your own places of worship over theirs.

Nation-types. Like a nation focused on good training or massive in number but weak troops or cavalry specialized or naval specialized etc.

Colonies. You should have 1 main city and be able to build colonies elsewhere that can also grow into a city.

Player-to-player things. You can trade resources make alliances and declare wars. Trading resources could be prohibited from a certain player due to religion.

Rebels. Non-player controlled enemies that can attack your cities and cause your people to revolt if you do not have enough military units in your city.

Control. Options to oppress your people give them freedoms and whatnot. If not oppressed PROPERLY, they can revolt. Sounds weird I know.

Well, those just came to mind after playing some Medieval 2.


Re: Legacy of Aein - shaded - 02-06-2008

Religion is an idea I have had for some time.

I am rewriting the market program. Pretty much a player can post their resources they which to sell. The resource will be removed from the player "stash". It will then show up at the market. They will be able to withdraw it at any time and also post other trades.

Morale of the city will determine the revolts. If I do go with religion that will be just one aspect that can cause revolts. Famine, Plagues, etc will also lower morale. On top of that, there will be ways to raise the morale of your city.

I was thinking about allowing players to set a capital; which will gain slight bonuses to everything. While they can always create other cities.


Re: Legacy of Aein - shaded - 11-06-2008

Alright I give crappy updates on here, but I will list some stuff I've added.

Explore Mode: It allows you to separate from your character and move from map to map with the arrow keys. You don't have a sprite when doing so. This is needed so players can view the world around them without being limited to just the map their character(s) are on.

Hatcheries: Depending where you build your city; you may or may not be able to build hatcheries. If you are in swamps, you can create swarms from it. In the sky islands you can create dragons. Next to ocean tiles(not fresh water) you can create leviathans. And underground you can create giant spiders.

Formulas: A mass amount of formulas that I will not get into great detail about. Pretty much they determine how much your resource buildings provide depending on morale of city, number of peasants to job ratios, the terrain that is below or adjacent to the city, etc. Also for attacking cities and players.

Transfer Resources: Allow players to move resources from city to city as needed.

Sound: Added unique sound affects that I created.

Removed libraries and tech levels from cities. I just didn't feel the need for it.

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I have more done, but much of it is minor and not worth posting. I am using the old GFX for the screen shot till the new tile set is finished by PBcrazy.


Re: Legacy of Aein - shaded - 27-06-2008

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Coded a trade system.

I am undecided if I am going to limit players to only so many trades. I was thinking that maybe depending on the amount of markets you have in per city, it will allow you to post a certain amount of trades. Having no markets or a small amount might allow players to only post 1 trade for that city. Rather if you had a city with lots of markets that city could post many trades.

Any thoughts?

Note: I'll add a sorting system, cause with a lot of trades posted it'll become difficult to find the best offer.


Re: Legacy of Aein - Ramsey - 28-06-2008

shaded Wrote:Note: I'll add a sorting system, cause with a lot of trades posted it'll become difficult to find the best offer.

But that would be the challenge.


Re: Legacy of Aein - Pbcrazy - 28-06-2008

Ramsey Wrote:
shaded Wrote:Note: I'll add a sorting system, cause with a lot of trades posted it'll become difficult to find the best offer.

But that would be the challenge.

the programming or finding the best offer?


Re: Legacy of Aein - shaded - 28-06-2008

I think finding the best offer. I suppose that could work. It would help take up time while you are waiting for ticks :-)


Re: Legacy of Aein - Pbcrazy - 28-06-2008

shaded Wrote:I think finding the best offer. I suppose that could work. It would help take up time while you are waiting for ticks :-)

lol sounds like players are waiter for a lil parasite to latch on to them. Big Grin

but ya it would take up time.


Re: Legacy of Aein - shaded - 28-06-2008

lol I just got that. My head is slow today....


Re: Legacy of Aein - shaded - 03-07-2008

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I added the artifact code. There will be a set number of artifacts in the game. Each one can be found only once. There is no way for an item to permanently disappear. Some will be found through randomness walking around and other found by being the first to achieve "hidden" combinations.

For example: The first player to build the maximum sized Arcaneum in the mountains may receive the "orb of sight".

Artifacts not only adjust player stats, but they also have the option of using scripts and hard coded functions. If the orb of sight has the function AF_Sight then the player has the ability to view enemy armies and some stats.

Artifacts can be sold on the market, given to other players, and also lost by being utterly defeated in battle.

As for the stat boost with the artifacts, players receive only the highest bonus of all possible stat gains.

For Example: You have the Water Mark Sigil which gives +2 wisdom and faster water movement. And you also have the Ember of Souls which gives +5 spirit and + 3 wisdom. Your total stat gain will only be +5 spirit and +3 wisdom.


Re: Legacy of Aein - shaded - 03-07-2008

Yato was actually an obsidian obelisk that was once worshiped by primitive desert shaman. Through a cataclysmic event that was recorded by the ancients as the "Dei' Thesa" which translates to "dying giants"; the obelisk was thought to have been lost forever.

By some fortunate or unfortunate luck(depending on where your beliefs reside); you have unearthed this enduring piece of Aein History.


Old records state that the shaman would perform sacrificial rites before The Yato to harness blessings and fortune. Though in many cases it has seemed that these blessings often concealed a darker side to them.

Note: I wouldn't be too worried about it. You are merely holding but a small shard of this once massive structure. :twisted:


Re: Legacy of Aein - Matt - 03-07-2008

Dave Wrote:So who's Yato, and why have we found shards of him?

tl;dr

XD

I bet he doesn't read the new post either. It's just as long. >.>


Re: Legacy of Aein - shaded - 03-07-2008

I made that all up in spite of his comment Big Grin

I don't know who or what Yato is! lol