Lucern wrote: 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.
Graphicaly it would be cool, but for the game play not at all. This mean that we'll have to pay much more attention at which bulding have which effect for every race without really having any impact in the game (except confusion). And franckly, can I say that graphical issues are not our main concern
?
Lubricus wrote: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.
undoubtiously, I don't want to disrupt the "feel" of MoM in any way. Still I think that there's room for good ideas for new buildings/concepts that could put an end on the actual completely linear building pattern: smithy,builder hall,market,(lower your taxe)farmer market,shrine(up your taxe),sawmill(lower your taxe),2 bow men(up your taxe),miner's guild (lower your taxe),2 bow men (up your taxe),temple,animists guild(up your taxe again),library,sage guild,alchimist guild,2 bow men,forester guild,university,bank(lower your taxe) (and then you have a begining of a choice depending of what you can't build). insert in that a settler or two some attacking units and their you are ! ok
it's just a bit more complicated then that, but not realy much.
So if we had buildings that disallow an other one or make it more useful we might have some real choices in our cities.
Virm wrote:As always, the feasibility of a method like this is entirely unknown without knowing how implode is currently performing this task.
I don't want to talk for implode, but the worst thing that can happen is that he give us some XML files to create. (which building alow which one) (which race can build what ?).
I don't think that sort of thing is realy complicated compared to battle/over land interface or AI except if we start to create some realy special building ability.
Came across my mind : it might be interesting if instead of just (can/cannot build) we could put a building factor that multiply the cost and maintenance of some buildings. Exemple : Klackons might be able to build a temple at 400 prod. and 4 gold/turns(x2) if they (and they do) need more research that bad.
Lucern wrote: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.
I'm curious to ear more about these one, it might help us to understand how all this will could be put together.