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Game Design => Castle Blood => Topic started by: pftq on October 05, 2006, 04:51:39 PM



Title: How It Will Play
Post by: pftq on October 05, 2006, 04:51:39 PM
Ok I have never played Castle Blood before.  Based on what several people have told me, this will be the basics of how it will play.  Please suggest more - I need to know what I should be doing before I do anything! ???

Special thanks to spector17 for starting it off.

Map Design
- Round center island
- Large round player islands surrounding it
- Narrow straight, long bridges connecting player islands to center.

Player Bases
- One fort in front.
- Several forts in back.
- Armory in between.

Play
- Train units from fort.
- Only civilization's unique unit is trainable.
- Train time is normal.
- Everyone has 2 auto-respawning ronins by default.

Center
- A house from each player lies in center; losing it loses you 10 pop

Awards
- Come at kill intervals
- First is an advanced Church.
- Advanced Arsenal.
- Autoupgrade all units.
- Some time later is a settler (to build more)


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 05, 2006, 05:55:37 PM
http://i108.photobucket.com/albums/n37/fryBASS/MAP000.jpg

that is a full screen of a AoK Castle Blood map.
the things on the strip of land on the back are houses to have 200 pop even if ur castles are gone.  back there are also the spawning hero units, if you can even see on the SS, there are only blue's being spawned (dont ask why, idk, i guess cuz it was just all vs comps) they look just like blobs in that pic.

anyway you go out and kill the other guys' castles. 

you also get stuff for razings. 

like 1 razing would get you a bombard cannon.
2 would get you another better one.


Title: Re: How It Will Play
Post by: pftq on October 05, 2006, 06:51:19 PM
Hmm ok

We don't need houses for pop ;) I can do that in the script.

What is spawned? I thought there was no spawning?


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 06, 2006, 04:23:51 PM
in the back, some "hero" units (which were like special scen units, like they were like Paladins, but they were called Richard the Lionhearted and they had more HP and ATK, stuff like that, each civ would get a different one.)  you'd get like 15 or so of them.  something like that.  but those were the only units that spawned.  the ones from the castles you made yourself.

i dont believe the original versions had the heros tho.


Title: Re: How It Will Play
Post by: pftq on October 06, 2006, 04:34:46 PM
Alright I'll just go for the original first. :) See what potential this really has before I go all out with spawning and all that hehe :P


Title: Re: How It Will Play
Post by: spector17 on October 06, 2006, 05:07:14 PM
I was thinking what if each civ had different spawnig units (the 2 only)
Like
Ottos - spahis
Pots - Mamalukes
etc.

Or what they upgrade for the amount of kills you get, like u start with 2 Uhlans, then 2 Collasks, then 2 Hussars, all they way up to spahis, and mamalukes.


Title: Re: How It Will Play
Post by: spector17 on October 06, 2006, 06:25:27 PM
I just found my old aok cd, and played one of the castle bloods (I have like 20 versions).

anyway I found that you start with a transport ship (a boat with no attack but can carry lots of units (you entire army of 200 units)), so I don't know if you want to include this.

  • now the path going from the main island to your island was shallows (units and boat can both go acroos it, just so that the transpot can move).
  • Also there were 2 reveler flags by your path to the main island, so you could see what was coming down the isthmus.
  • the map was also huge! By huge I mean it was a little bigger then the large maps. It took my CALVERY about 2 min to do from one side of the island to other.
  • At 500 kills you advance to inperial, where you could research the elite tech for your unit. So i was thinking what if we start in colonial and as you age up you can upgrade your units at your fort: veteran to guard/royal guard, the to imperial. I relize that some units won't be available in colonial (oprichnich, halberder, Cuirassiers) which I think might be good.
  • But then the oprichniks with be severely OP, to easy to take down a fort with them, so I was thinking of a build limit perhaps. I don't know.
  • Everything was also 1 pop, should we make like that in castle blood, or will it be to laggy
  • Every 100 kills or so you would get a "hero" or a super strong units which would heal (kinda like the explorer but it would heal on the move and while attacking)

also there was a "castle blood mini," which was with 2 castles, and just 70 pop worth of houses. Mabe you can make that later  ;)

Edit: I just read the origional post again and you said that i said that each civs build there unique units. But now I relized that won't work.

Taken from the AOE3 Reference Guide
Portuguese------Cassador, Organ Gun
Spanish-----------Rodelero, Lancer, War dog
French------------Coureur, Cuirassier
Ottoman----------Abus Gun, Jannissary, Spahi, Galley, Great Bombard
Russina-----------Strelet, Cossack, Oprichnik
Dutch-------------Envoy, Ruyter, Fluyt
British-------------Longbowman, Rocket
German-----------Uhlan, Settler wagon, Doppelsolder

You see certain civs will be at a disadvantage


Title: Re: How It Will Play
Post by: pftq on October 06, 2006, 06:49:56 PM
Ok there are no shallows in AOE3 so that's out. :(

I also don't think you want that huge a map - considering how laggy a regular game can get :P

Can you explain more the spawning units?

What do you mean the 2 only? Do they autospawn? And when you reach x kills, do they change or you get more options?


Title: Re: How It Will Play
Post by: spector17 on October 07, 2006, 06:07:52 AM
Yeah, with castle blood im not sure how this will work out. I think it will be extremally laggy (8 ppl * 200units). And with large maps it will even be worse.

About the auto 2 autospawn units i think it would be cool if they auto-upgrade to the next best unit.

0-100 kills    uhlans
100-200     Cossacks
200-300      Hussars
300-400     Lancers
400-500     spahis
600+         Mamelukes

OR could certain civs. have 2 auto span units could be infantry only

0-100 kills    Pikemen
100-200     rodeleros
200-300     Halberders
300-400     Doppelsolders
400-500     Barbery Cosairs
600+         Ronins


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 07, 2006, 11:57:17 AM
[1] Ok there are no shallows in AOE3 so that's out. :(

[2] Can you explain more the spawning units?

What do you mean the 2 only? Do they autospawn? And when you reach x kills, do they change or you get more options?

1.  what about the map bayou... thats pretty much shallows...

2.  well there were some versions where in the back where the houses are about 12 would spawn constantly, always keeping you at 12 (or whatever the number was).
other versions only gave you 2 of them right up with your castles, always keeping you at 2.  so when one dies, it makes another.   keeps on going untill your forts are dead.   actually i think some versions made you go up there and kill the heros and put a unit over the spawn point :S  but that would quite work, and it'd be really annoying (which it was)  so just when all the castles are dead make it stop.


Title: Re: How It Will Play
Post by: spector17 on October 07, 2006, 06:28:34 PM
Quote
what about the map bayou... thats pretty much shallows...

Ships can't travel in bayou (if you try to train a ship it says failed to build)

Quote
2.  well there were some versions where in the back where the houses are about 12 would spawn constantly, always keeping you at 12 (or whatever the number was).
other versions only gave you 2 of them right up with your castles, always keeping you at 2.  so when one dies, it makes another.   keeps on going untill your forts are dead.   actually i think some versions made you go up there and kill the heros and put a unit over the spawn point :S  but that would quite work, and it'd be really annoying (which it was)  so just when all the castles are dead make it stop.

I have never seen that version, can u e-mail it to me at masteredps2@hotmail.com. thx



Title: Re: How It Will Play
Post by: LO12DS_Fry on October 07, 2006, 07:29:29 PM
some of them are AoC versions, some are AoK, you got both?


and the versions i have DONT have the transport ships.  i think i only have like one where it does.  and i dont like it either.


Title: Re: How It Will Play
Post by: Xamolxis on October 08, 2006, 02:12:05 AM
Hello everyone and hello pftq,

I shouldn't be here because im not a scripter, but Castle Blood has been a favorite map for me in ages games.
As i saw the map design is not the old way i know from AoE2. The map shape is quite important, as well the trigger settings and i think the old way the map was designed is the best shape for this kind of game.

(http://aoe3.xamolxis.com/ScenarioRM/CB.jpg)This is a small shot from my AoE3 Castle Blood scenario.

The original from AoE2 has the same shape, but has been made for 8 players.
If you're interested to see what the triggers setting in my scenario is, this (http://aoe3.xamolxis.com/ScenarioRM/Xamo%20-%20Castle%20Blood.age3scn) is the download link of that file.
I have also used a trigger for the population, so that no houses are needed.
All units have been modified and upgraded for a better balance.
If you have any questions, please do not hesitate to ask me, or to mail me.

Regards,

Xamolxis


Title: Re: How It Will Play
Post by: spector17 on October 08, 2006, 05:30:34 AM
@LO12DS_Fry, nah, I only have aoc, aom looked stuipid at the time. Now i look look back and it seems pretty cool :/

also what versions do you have for aok. I just have like 20 versions of castle blood fair.


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 08, 2006, 05:22:18 PM
i never had AoM :|

and i'm not sure, because i lost my AoK disc, and all the AoK maps i'm pretty sure work with AoC.


Title: Re: How It Will Play
Post by: Smokah on October 08, 2006, 08:27:38 PM
Hey,
  I have come from AoK castle blood auto to AoE3 fort wars and found that i love it.  i use to be a expert at cba and am trying to be one in fort wars.  ive found that fort wars is much more balanced.  so making a castle blood would just be a step inn the wrong direction since uve topped it already.  I believe u should make a AoK Star Ship Troopers, or SST, type map.  in starship troopers u would get 5 janissarys each and 3 vills.  all human players were on the same team fighting the computer, which would spawn units nonstop.  the computers objective was to kill a tower in the middle of the map, which the human plyrs would have to defend, or game over.  the plyrs would have to defend for an hour and in that time, u would build up walls and towers and just simply try to survive.  if u could do this on aoe3 with cowboys and natives it would be killer.  human plyrs being the cowboys and settlers, and with the natives attacking the walled settlement nonstop for like 30 min or so.  its just a pitch to u, since i cant even make simple maps myself.  neway im a huge fan of fort wars....and doin cba here on aoe3 would flop since fort wars is already out, its what i think neway.


Title: Re: How It Will Play
Post by: pftq on October 08, 2006, 09:25:16 PM
Thanks for your input.  Ya I'm just gonna create Castle Blood to satisfy those want it - it should be pretty simple from the sounds of it.

About your idea, a few others have already suggested it before, but a problem is that you cannot move computer units.


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 08, 2006, 09:41:32 PM
OmGGGG starship troopers :P 

that game was kinda dumb :/


Title: Re: How It Will Play
Post by: spector17 on October 09, 2006, 07:08:26 AM
I found a neat guide to mini cb store

http://walkthrough.freeola.com/pc-games_l/age-of-empires-2-the-conquerors_3729.html

here is some interesting stuff i found:
Quote
Your hero is a vital part of your success in the game.  It’s basically a cavalry archer, which starts with 275HP and 13 attack, but every 10 or so seconds will increase HP and attack.  It doesn’t take long before your hero becomes a one hit killer.  Your hero’s HP will also slowly re-generate when not being attacked.  The longer you keep your hero, the more powerful it will become.  Your hero will have some name like ‘TW_Chewys’ – these are the people who designed MCBS.  Being a one hit killer, your hero can pretty much take down small armies with ease and large armies if it keeps retreating, as it can move very fast.  Your hero is vital, and you should try not to lose it.
hmm. pretty cool


Quote
Behind your base, you’ll see various patches of land.  You’ll have a patch of houses, which determines how many units you can make, and a tower with a king underneath.  The king tells you how many kills you’re currently at.  The extra spaces are for blacksmith, monastery and university that you can obtain later on.
  the arsenal, advanced arsenal and church go behind your forts, where other units cant attack.

Quote
NOTE: In CB there is no such thing as collecting resources.  You start off with 99,999 of everything, and every 5-10 mins or so Gaia pays you 3000 of each, so it is impossible to run out of anything (Stone, Wood, Gold or Food)
I don't know if i had said this before, just want to make it clear  :D

here are the kill rewards
Quote
25 Kills – Blacksmith:  As you start in castle age, you get the 5 blacksmith upgrades, that will improve your army in terms of adding attack and improving defence.

50 Kills – Monastery:  The monastery will allow you to improve your monks, by improving healing power and quickness.

75 Kills – Regular Saboteur:  Right, at 75 kills, in the small patch of land next to your base, a saboteur will appear and walk into your base.  Your sab is the perfect defence against an large army entering your base if your defences are weak or your army is fighting elsewhere.  A sab can basically wipe-out an army of around 15-20 units, and on top of arrows, should see off an army of 30-40 units.

100 Kills –  Wallace:  Right, now the game is heating up.  At 100 kills you obtain Wallace.  Wallace is basically a champion with 800HP and high attack.  It can basically take out any normal unit with one swipe, and is a perfect unit to take with your army to attack enemies, or leave in your base to stop oncoming armies.  Wallace alone can easily take down small armies of around 15-20 units, and also slowly re-spawns health.

125 Kills – Super Saboteur:  Another excellent addition to your base defence.  A super sab basically is like a normal sab, but much more powerful.  A super sab has 250HP, so can take more attack, and can easily take down an army of around 25-35 units alone.  Again, should be used defensively, although some players if falling behind like to send it toward armies if they don’t get attacked often to boost their kill count.

175 Kills – University and Monk on Base:  The University will appear within your houses, and gives you all sorts of upgrades, such as upgrading your towers and walls.  The Monk on the base is also useful, for quick healing, and also for obtaining a Barracks, which is explained further down.

200 Kills – Ornlu the Wolf:  Now you’re in business.  Reaching 200 kills is now where the line between players gaining a true foothold in the game or falling behind occurs.  Ornlu the Wolf is a wolf with 2000HP and a huge attack score.  It can take down ordinary enemies with one hit, and regenerates health.  Also, the brilliant thing about Ornlu is that unless you order your units to attack him, if he starts attacking your units they won’t attack back.  Obviously this isn’t good if it happens to you, but you can literally take out a whole army without an opponent noticing.  Should be used in an attacking manor, and I will explain why later.

250 Kills – Two More Houses:  Will allow you to create 10 more units, which is a nice advantage to gain over your opponents.

300 Kills – Drunken Monkey: Another useful addition to your attack.  It only has 9HP, but has incredible attack, and can take out units with one swipe and can get razings easily.  And also, like the wolf, it will attack units and they won’t attack back unless told to, so armies can be taken out easily.  Again, I will explain the perfect way to employ the money later on.

350 Kills - Two More Houses: Again, will allow you to create 10 more units.  Not such a good upgrade now, seeing as the main contenders for the game should have the wolf, the monkey etc, and 10 more units won’t do much more help.

500 Kills – Villager:  Right, now you’re in business.  The first person to get to the villager usually goes on to win.  The villager has 1500HP, which in most games glitches to become almost 100,000/40HP, with a yellow line through the HP.  So basically, the villager is almost undefeatable.  Now, with a villager, although you can’t make more castles, town centres to make more villagers or towers, you can build barracks, stables and archery ranges which now gives you the opportunity to basically counter any of your opponents’ units.

600 Kills – Second Villager and Extra Castle:  Get to this stage, and basically you’re very difficult to defeat.  Now with an extra castle, your base is very difficult to invade with less room and more arrows, and a second power villager means you can make things twice as fast.  Usually by this time you’re wrecking havoc through bases, but this upgrade pretty much secures your victory.

700 Kills – Striker:  Now you’re laughing.  A striker is basically a heavy scorpion with 1050HP, and fires a scorpion arrow that passes through units and causes an instant kill.  You can literally take out an army of 30 with 2-3 strikes.  Plus, a striker can take down a castle with 3 hits.  Once a player has a striker, unless you’re keeping up with them, you’ve basically lost.

800 Kills – Accused Tower and Bombard Tower:  This upgrade gives you a tower and bombard tower at the front of the strip leading to your base.  Again, by now you should have the game wrapped up, but it gives very efficient defence at the foot of your base.

900 Kills – Jean de Lorrain:  A bit rubbish really for a final upgrade.  Jean is simply a normal bombard cannon.  Considering the striker is an all-powerful unit, Jean is feeble compared to it, and takes more kills to get.  It’s useful to have behind your units to take out castles, but by 900 kills the game should be over.

Quote
There are also bonus upgrades you can get:

10 Razings – Castle outside base:  A very handy upgrade, as although destroying 10 buildings basically doesn’t occur until later in the game, it gives your base very good protection and units can be spawned faster.

5 Converts – Barracks:  Now this is a very difficult upgrade to get, as you need 175 kills to get a moveable monk on your base, and before your monk has time to convert usually the enemy unit has been killed.  However, if you can get a barracks, it can be helpful if an opponent has elephants, or if you have lost one or both of your castles.  Rare and difficult to get, but can be useful.
note: the 5 converts don't apply to age3

Quote
Aswell as getting kills for upgrades, each civ at a certain number of kills will advance from the Castle to the Imperial age, giving them the following:

Chance to upgrade unit to an ‘elite’ unit, making it more powerful than average units.

More upgrades at the Monastery, Blacksmith and University, improving your units, castles and defence.

All-visible map, so you can your opponents bases and warn allies of attacks.

Each civ reaches the Imperial Age at the following amount of kills:

Aztecs – 150
Celts – 200
Goths – 200
Huns – 200
Japanese – 300
Teutons – 150
Vikings – 100
Franks – 250
Chinese – 250
All other Civs – 400
as you can see they kinda balence the weaker and stronger civs, by making the age up times different.

that is all hope it helps


Title: Re: How It Will Play
Post by: pftq on October 09, 2006, 07:41:59 AM
Nice - clears alot of things up.  What if we made everything cost zero instead of unlimited resources? Then we can use food for kills.


Title: Re: How It Will Play
Post by: Smokah on October 09, 2006, 07:47:12 AM
maybe u didnt know how to play and were one of the people who regularly pissed me off on that map lol
OmGGGG starship troopers :P

that game was kinda dumb :/


Title: Re: How It Will Play
Post by: Smokah on October 09, 2006, 07:48:59 AM
neway i think u guys are talkin bout castle blood turbo...cause u dont need 500 kills for a vill, u needed
 a certain amnt of 'razings' to get one


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 09, 2006, 07:56:49 AM
yeah.  you gotta remember, back in the day it was so easy to make a new map, there were SOOOOO many different versions.

oh and idk starship troopers never really appealed to me... while i thought Warriors Defence was an awesome game.


Title: Re: How It Will Play
Post by: Smokah on October 09, 2006, 07:57:22 AM
i forgot to say that u should make an rpg map or somethin, those were fun...JESUS ANYTHING BUT CB WE COULD GO TO aoe2 for that crap of a map!!!


Title: Re: How It Will Play
Post by: spector17 on October 09, 2006, 08:03:48 AM
food = kills,
and wood = razings?


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 09, 2006, 08:07:24 AM
I think an RPG would be really hard to RMS script


Title: Re: How It Will Play
Post by: spector17 on October 09, 2006, 08:08:18 AM
Quote
neway i think u guys are talkin bout castle blood turbo...cause u dont need 500 kills for a vill, u needed
a certain amnt of 'razings' to get one

I have over 20 different versions alone, everyone kept copying the origional map and just edited it, and then made it a "new version"

pftq: is there are spell checker on this forum, cause i think we need one. :P


Title: Re: How It Will Play
Post by: pftq on October 09, 2006, 10:02:16 AM
lol I'll enable the spell checker.


Title: Re: How It Will Play
Post by: Smokah on October 09, 2006, 06:06:29 PM
but then we cant use rpg, rms, lol...well itll have a squiggly line under...nvm


Title: Re: How It Will Play
Post by: pftq on October 09, 2006, 06:43:38 PM
lol I don't see any squiggly line... Spell Check is an option when you post just fyi.


Title: Re: How It Will Play
Post by: spector17 on October 10, 2006, 04:07:27 PM
back to the topic  :P, ill try find somemore castle blood guides/readme. It just appearers that the readme was only invented after aok...  :-\

BTW, i like the spell check, it works better then the word one.  ;D


Title: Re: How It Will Play
Post by: Smokah on October 10, 2006, 05:23:29 PM
well, since ur hellbent on making a castle blood map :( ill be happy to give my input since i played it exensively....but i only played the AoK one, i never had AoC expansion!  with that said heres what i recall from cba:

every civ had their own unit (ie mongols had horse archer, britons had longbow, persians had elephants, etc...)

every civ also would spawn 2 vills at a certain amnt of razes (depending on the civ (ie japs had 2 raze, brit had 3, etc)
-also, every raze after u get a vill u would get +2 vills

ALSO the game was a big TEAM based game bbecause of the fact that ud get ONLY archers or ONLY infantry or ONLY cavalry or ONLY horsearcher so each civ was at a disadvanntage to another civ.

afteru get a vill it was possibble to build barracks, stables, and arch ranges to supplement ur army with bbetter troops (ie if u were japs and the other team had persians, u would make a barracks so that u could have pikes to counter them!)

you would start in age 1 and for a certain amnt of kills u could advance in age up to age 4.  furthermore, once u aged u could use the blacksmith to upgrade (there were no blacksmith upgrades for age 1...i think)

every base looked like this(dont have screenshot cause my AoK disc is scratched beyond belief...trust me it looks like a vinyl record for christ sake)

[][][][][][][][][][]   each "[]" represents a wall square
[]  ________    []                                               
[]                    [][][][][][][][][][][][][][][][][][][]xx    as you may have guessed the Ca is a castle
[]      Ca                                                     []xx       (not calcium or anything on the table of elements!)
[]  ________                                               =xx     
[]                                                              =xx       "==" represents a gate
[]      Ca                                                     []xx      (each gate counts as a raze!!!)
[]  ________                                               =xx     
[]                                                              =xx    the "xx" represents shallows
[]      Ca                                                     []xx   (maybe -.5 or so elevation for age3?)
[]  ________                                               =xx
[]                                                              =xx
[]      Ca                                                    []xx
[]  ________    [][][][][][][][][][][][][][][][][][][]xx
[]                   []
[][][][][][][]==[]   <-----this gate led to a little island where ur extras would spawn(ie vills)

behind the castles were more space than shown here tho,  and water surrounded the walls.  the major difference between aoe2&3 maps is that aoe2 maps were square! and as u know aoe3 maps are round.  can u RMS walls?  i suggest usng SPC Fort walls like from the campaign.
BTW....about the comp plyrs not able to move, i saw a trigger in the map editor called AI set attack plan and u can set an area...just fyi....cowboys n indians?


Title: Re: How It Will Play
Post by: Smokah on October 10, 2006, 05:25:00 PM
i preview and preview and preview my post to make sure the illustration is good....and it turns out like that!!!!!!!!!!!! dammit!!!!!!!!!


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 10, 2006, 05:34:58 PM
dude, look at the screenshot of the CB map i posted  :P


Title: Re: How It Will Play
Post by: pftq on October 10, 2006, 05:45:46 PM
Can't we use cliffs instead of walls? ???


Title: Re: How It Will Play
Post by: Smokah on October 10, 2006, 06:52:14 PM
i guess that would work but it dont solve the probblem of RMSing 3 gates!


Title: Re: How It Will Play
Post by: Smokah on October 10, 2006, 06:57:17 PM
o and another thing i forgot was that each civ had their own pop cap....japs had like 100 or 120, brit had 80, mongols 60 etc..
so if any unit seems too strong, just make them have less


Title: Re: How It Will Play
Post by: pftq on October 10, 2006, 07:09:38 PM
Or just have pop cap 200 and use the unit's regular pop...


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 10, 2006, 08:44:02 PM
smokah your reallly confusing me now  ???
ive never played a CB with walls, or gates.


Title: Re: How It Will Play
Post by: Smokah on October 11, 2006, 12:50:56 AM
age of kings?  castle blood automatic?  i know what im talking about and i have this feeling it is very different from what you think a castle blood is!  ive noticed you have only played the conquerers....i have only played the orginal AoE II. we both played castle blood but on, well it might as well be two different games.  but i cant see how it could differ.  what EXACTLY is the map U are talking about called...because i know mine; which is Castle Blood Automatic WE 2-3, 2-5, etc...

if you've played castle blood Turbo then thats another story because yes there are no gates on that map...but since pftq is gonna have a spawn script (auto spawn script) then i assumed we were talking about cb A!!!!!!!!!!!!


Title: Re: How It Will Play
Post by: spector17 on October 11, 2006, 05:18:42 AM
The one i know used water instead of walls.


Title: Re: How It Will Play
Post by: spector17 on October 11, 2006, 05:29:37 AM
OK, we are talking about the aoc castle blood original or castle blood fair (the 2 versions are about the same, personally i think fair is better); only!

we aren't playing with gates or walls.
There will be 200 pop.
Each unit will count for it regular pop.
the are 6 castles on each island; they train the units.

ill think of somemore thing later


Title: Re: How It Will Play
Post by: pftq on October 11, 2006, 06:12:14 AM
I thought the only spawn was the two knights or whatever...

Yes no?


Title: Re: How It Will Play
Post by: spector17 on October 11, 2006, 01:24:22 PM
smokah is right on certian things, but since he doeson't have aoc, hes wrong on certain things

Quote
every civ had their own unit (ie mongols had horse archer, britons had longbow, persians had elephants, etc...)
thats pretty how it was played, but now with the forts, I think it will be better for each civ to spawn the units they normally have at the fort.

anthere is no such thing as a aoc castle blood with walls or gates!


Title: Re: How It Will Play
Post by: pftq on October 11, 2006, 06:43:24 PM
Ok so basically just place forts around - nothing special. I'll see about starting it on the weekend.  Mephilips says he won't be able to help though. :( Argh!


Title: Re: How It Will Play
Post by: Smokah on October 12, 2006, 12:55:08 AM
well its good to know what you guys are talking about...and even better to know that itll be a new map for me, and not just a remake of the one i know.  i look forward to te new map and the strategy that comes with it


Title: Re: How It Will Play
Post by: pftq on October 12, 2006, 03:54:53 AM
I think this map will go straight to Warchiefs.  I just realized how close the xpack is to relase - might as well.


Title: Re: How It Will Play
Post by: LO12DS_Fry on October 12, 2006, 07:16:04 PM
no, i played more aok scen than i did aoc scen... but i didnt really play CB that much... and yeah i guess it always was CBA.  so idk.


Title: Re: How It Will Play
Post by: spector17 on October 25, 2006, 04:40:26 PM
so how is the scripting going?


Title: Re: How It Will Play
Post by: pftq on October 25, 2006, 06:36:08 PM
ES changed all the tech ids in the expansion pack.  It's gonna take a bit to find and match all the ids with their techs again. :(