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Age of Empires III Heaven » Forums » General Discussions » Hills and walls
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Topic Subject:Hills and walls
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Munch0r
Skirmisher
posted 04-27-05 11:03 AM EDT (US)         
i read somewhere in the forums that units on top of a hill will gain some sort of advantage

will units behind a hill able to see over hills, walls and trees like in previous aoe games because the only thing hills did in aok :tc was prevent you build on them.

will archers loose accuracy firing over walls?

[This message has been edited by Munch0r (edited 04-27-2005 @ 12:15 PM).]

AuthorReplies:
enemy sighted
Skirmisher
posted 04-29-05 07:56 AM EDT (US)     26 / 34       
hopefully LOS will be better.(like some of you metioned above)
also that the archer bonus that are on higher land is increased to at least 35% - 40%...

and they should lose attack when shooting over walls(maybe a loss of 15% - 20%)


[--o--]Enemy Sighted[--o--]

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Midgard Eagle
Skirmisher
posted 04-29-05 11:58 AM EDT (US)     27 / 34       
Wouldn't it make more sense if they lost accuracy when firing over walls?

Woad Creations veteran, WiC junkie
Lord Haart
Skirmisher
posted 04-29-05 02:14 PM EDT (US)     28 / 34       
On the subject of walls, what's going to be the deal with the one-sided walls of the fort in the latest screenie? It looks very well defended on the outside, smooth stone, but on the inside its just scaffolding. So maybe walls are one sided, and if you somehow get a cannon behind enemy walls, you can knock it down in like 1 shot?
ajaxthegreater
Skirmisher
posted 04-29-05 08:25 PM EDT (US)     29 / 34       
The scaffolds were strange, but what were on the outside of those walls? Logs or cannons? It definitely appears as though units will be walking on walls.

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Hikari
Skirmisher
(id: echowinds)
posted 04-29-05 10:25 PM EDT (US)     30 / 34       
Erm, are they being constructed?

rwilde
Skirmisher
posted 04-29-05 11:39 PM EDT (US)     31 / 34       
Sound is a great idea. One of my favourite games for sound is the MGS (Metal Gear Solid) Series by Hideo Kijima. It's one of the top 4 or 5 game series out there.

In the game you can manipulate soldiers movements with sound, like rapping on a wall with your hand to get them to come off their patrol so that you can pass. You can throw your used up Socom magazines like a grenade, and the guard will follow it. With a silenced pistol you can shoot a wall to distract them, and without a silecncer there is a large radius that will give alarm. A guard cannot distinguish if you are an intruder if you are outside a cone LOS range, which increases with difficulty level. They will pick up binoculars and look at you if you alert them from a distance, during which you have a brief time to hide. You leave footprints on the ground when you stand in water. You must watch your shadow, and listen to their reports, etc etc etc.

There is very little stealth element in RTS games, it would be brilliant if you could say, hide your units under a cliff (and get rid of those damed outlines from AoK!). You could have units hidden under there that units above would not see. Similarly, you could have a terrain of long grass where you had low LOS, you could have the grass move out of place for a short time like the snow trails in AoK:TC, you could have higher LOS and range on a cliff/hill etc. It would add a lot to the game

I like your articles on realism Midgard Eagle, I read the one for EE on futuristic ships and such. Good work. Just remember, with some of your LOS ideas they would be draining on systems to implement if they are too complex. You need to be able to define them well. Like a crater being invisible would require a lot of vectors to be taken, and there would end up being LOS bugs when it got complex. Some like increased LOS when on a cliff etc would be great though, and easy to implement. Cavalry being a little less important as the game goes on, should all have a good LOS. Why can a scout see any further than an cav? And does holding a bow increase your eye sight?

AoE and AoK both had significant attack bonuses on hills. If you haven't noticed these I suggest you actually play the games. I noticed that melee units also have attack bonuses on hills very early on in zone games. How can any of you not have played Ulio? The lion and the cat? The joust? Come on people!

ajaxthegreater
Skirmisher
posted 04-30-05 02:33 AM EDT (US)     32 / 34       
I looked more closely at the screenshot with the scaffolding. It isn't being constructed, and it isn't weak there either (someone said to get on the opposite side to knock it down). Behind the scaffolds are normal, strong stone. The scaffolds are for units to walk on. (see the ladders?)

Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diem nonummy nibh euismod tincidunt ut lacreet dolore. In the middle of a room stands a suicide. Magna aliguam erat volutpat. Ut wisis enim ad minim veniam, quis nostrud exerci tution ullam corper suscipit lobortis. Eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui blandit praesent luptatum delenit au duis dolore te feugat nulla facilisi. I began at awareness.
Oduig
Banned
posted 04-30-05 03:40 AM EDT (US)     33 / 34       
http://media.pc.gamespy.com/media/721/721644/img_2746086.html?fromint=1

Would the horses be able to jump off a low ledge? (upper left, or maybe something a little lower).
I think it would be realistic if they could jump off two metre high ledges and such.

Midala87
Skirmisher
posted 04-30-05 05:35 AM EDT (US)     34 / 34       
Wow that screenshot reminds me of Northwest Trek (NOT A GAME). As for can the horses jump down? Uh... no I do not think so at least without breaking some bones.
It is possible however to make units jump.
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