pftq
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« on: October 05, 2006, 03:51:39 PM » |
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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)
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LO12DS_Fry
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« Reply #1 on: October 05, 2006, 04:55:37 PM » |
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http://i108.photobucket.com/albums/n37/fryBASS/MAP000.jpgthat 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.
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« Last Edit: October 05, 2006, 05:00:03 PM by LO12DS_Fry »
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spector17
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« Reply #6 on: October 06, 2006, 05:25:27 PM » |
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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 GuidePortuguese------Cassador, Organ GunSpanish-----------Rodelero, Lancer, War dogFrench------------Coureur, Cuirassier Ottoman----------Abus Gun, Jannissary, Spahi, Galley, Great BombardRussina-----------Strelet, Cossack, Oprichnik Dutch------------- Envoy, Ruyter, FluytBritish-------------Longbowman, RocketGerman-----------Uhlan, Settler wagon, Doppelsolder You see certain civs will be at a disadvantage
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« Last Edit: October 06, 2006, 05:40:37 PM by spector17 »
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Xamolxis
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« Reply #12 on: October 08, 2006, 01:12:05 AM » |
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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. 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 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
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