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Master of Magic - Implode's Multiplayer Edition • View topic - New buildings

New buildings

Anything else to do with MoM IME

New buildings

Postby Iluvalar » Thu Oct 23, 2008 6:14 pm

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Re: New buildings

Postby Lucern » Thu Oct 23, 2008 9:26 pm

Nice Iluvalar. The good thing about buildings is that they're EASY to draw and animate. You can draw it once and then create very minor changes for a fairly impressive structure. You know how there's 33 frames for a unit? Try 1 for some buildings. As for other frames, buildings don't tend to move much! Generally the other frames are like for the magician's tower that glows, or the smoke coming out of some buildings.

The downside, I think, is that the game expects a linear and shared building pattern...so the new buildings will be added to every other race's "Cannot build" list, which will render the comment less than meaningful. If we changed that to "Can build" instead, or gave a number as a general guideline for "This race can build very little", then we'd be pretty free to think about all kinds of divergent building pathways. Naturally, balance is in the balance when this happens lol.

For my races, I intend to add a gambling hall for the "Free Men" that ups the cash generated in a city, a Warrens for the goblins that ups their reproduction (I don't want to give them their max right at the start) , and some sort of greenhouse for the plants that ups their reproduction from pathetic to less pathetic. In fact, I might replace a few normal structures with structures that make sense for a more biologically (rather than culturally) driven race like the bee guys might be. Instead of the granary, anything based on bees might have a honey repository lol.
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Re: New buildings

Postby Lubricus » Fri Oct 24, 2008 5:16 am

I like these ideas. But I would be careful not to change the "feel" of the game by adding a lot of highly specialised building. I WOULD like to have the possibility of allowing a building which normally requires a different buidling, though. If the bee creatures were to be highly spiritual, for instance, they might need an Animist's Guild, but that doesn't mean they should get a Stable. And they could certainly use a Merchant's Guild, even if shipbuilding is an alien concept for them. All in all, though, I kind of like the quirky building requirements...

I'll flesh out my bee idea soon, BTW. I have had a restless night of plenty of ideas! :D I just wish I could come up with a good name for the bee people...
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Re: New buildings

Postby Virm » Fri Oct 24, 2008 10:20 pm

It might be possible to change it from a test against the building's build requirements to testing the race's requirements for the building.

If each race also had a structure containing a list of 'construction' objects, then each 'construction' object could specify the building it pertains to (unique ID of the building, probably also meaning that a building will always have the same effects for anyone who builds it) and what buildings are required to make it. A similar object (or the same one with adaptation) could be used to contain the units that can be produced (unique unit ID, building prereqs).

This would allow any new races to add race-specific buildings, and have abnormal build trees, but would leave any existing build trees intact.

The race editor could easily include a 'default' button/option to set the current race's build tree to the complete tree like the Orcs have, and modifications can be made as needed from that as a starting point.

As always, the feasibility of a method like this is entirely unknown without knowing how implode is currently performing this task.
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Re: New buildings

Postby Iluvalar » Sat Oct 25, 2008 12:00 am

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Re: New buildings

Postby elliott20 » Tue Nov 11, 2008 4:08 am

on the flip side, does anyone know the game handles just the pure graphical parts of the buildings? I'm asking because I think it would be cool to have different races have different architectural aesthetics even if the building itself does essentially the same thing. Or would that be better done if we just created a new building and replaced it within the queue?

edit: I'm currently just messing around with a Japanese style castle based off of the wizard fortress. Not sure where I would use it, but maybe it could be a war college replacement. If I can ever get it done, I might try to do a shinto temple, some thatched houses, and a couple of other Japanese style structures.
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Re: New buildings

Postby McTaff » Fri Jan 16, 2009 8:02 am

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Re: New buildings

Postby Lubricus » Fri Jan 16, 2009 2:12 pm

Hehe! I've always liked the insane look of a large Klackon city with a couple of medieval human buildings thrown in... :lol:

Seriously, different buildings for different races would be great. But for me, limiting it to the already different Housing styles would work best, instead of having different buildings for every single race. I like the Japanese theme idea, though.
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