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-Leaders and heroes are, as said fully playable for all 10 races. I’ve been adding custom hair, skin, eyes, facial decorations, background scenes and player shield icons to ground the characters in the world and provide more variety between the races.
-I’ve started adding the basic racial traits; based on Elder Scrolls racial traits. This is probably one of the things that will need the most playtesting in the short run as to not make an entire race too op. That said; some races will be naturally more suited for situations than others.
-While I’m figuring out how to speed up the process of creating at least 130 heroes to fill up the roster I’ve been busy fleshing out the individualization of race, alignment and location based units.
First of is the Imperial Legion which is coming along nicely. Regular soldiers and legionnaires are quite distinct.
Imperial soldiers with Wip shields.
-The cityname system I’ve set up has been turning out nicely. At first it was a way to individualize cities and flesh out lore. Then I added the ability to build guard barracks in each city to recruit local guard watch. This system can further be used to add certain cultural or historical values to the city which might affect units build or stationed at the city. I’ve been thinking of further uses such as empire quests to conquer a given set of cities to earn a title. This can only be done when I find a way to make the empire quests conditional and repeatable.
Oh, every race now has a list of lorefriendly village/settlement names for newly created settlements.
-In the same vain, I have been slowly working in the religion system; this means that you will be able to build a temple like normal and then dedicate it to a specific deity. This in turn will allow you to make deity specific units within that city. E.a. When you have a Temple/chapel of Akatosh in your city a Breton, Nord or Imperial will be able to produce Priests of Akatosh and, when also having a War Hall, be able to make a Lodge of the Hour which will let you create Knights of the Hour, dedicated to that god.
Imperial Legionnaires in the background and Knights of the Hour with wip shields.
As a bonus, light cav will be able to evolve into knights as usual but are afterward able to evolve into any given knightly order.
Similarly, Nords can produce a Stormcloak hall to produce Stormcloak specific units that have a specific hatred for Imperials and the Thalmor. Dunmer are able to produce Council halls for the Great Houses in order to make a city a stronghold for that House; the exact bonuses and penalties there will have to be looked into.
Ulfric and his soldiers near a camp in the Rift
-As said earlier, I’ve been adding unique buildings; actual inns, tombs and ruins that appear in the games. This was a small effort since I am going to need to make custom treasure sites and such anyway to add spawnlists of Tamrielic units.
Ebonheart region in Stonefalls with new Morrowind mushroom textures.
This will open up the way for location specific enemies; more native people in particular treasure sites. Draugr in Nordic tombs, Automatons in Dwemer ruins.
-I’ve been toying with minor military outposts. First with banners, which provide a small sight radius and secondly with small encampments, also bearing the faction specific banners. I’d love to give these custom Tactical Battle maps but am daunted by the complexity of customizing those.:\
A nice overview of some new features:
-Custom Imperial player shield icon (have added 13 so far)
-On the left is Wawnet Inn on it's correct location. Notice the customised in model.
-Custom racial icons are in.
-I am planing the racial governance bonuses and paths but the ascensions is in place.
-New wip textures for the White Gold Tower.
I particularly like the imperial Legionaries (Or is it "legionaires" in the lore? Correct term for Romans is legionaries, for the French foreign legion it's legionaires, but I'm not sure about the Elder Scrolls..) Dwemer centurion also looks very promising, but I'd need to see it in-game to be sure. And the giant mushrooms are just fun. (Now I want giant mushroom forests for AoW4)
I have to admit that when you first started posting here, I wasn't too sure you'd manage to turn your ambitions into something real, or whether it would just be a big AoW map with a different layout. But the things you're showing here are making me quite excited to play this.
Yeah, the Legionaires (that's what gets used in the lore) have kind of become the standard I'm aiming for with the unit deisgn. Dwemer is very much a Wip but I love the idea of exploring Dwemer ruins in-game.
And by all means you have the right to be sceptical; it's agiant project and I am sure that I won't be able to complete all of my ideas. But I have been playtesting the basics and it already feels fresh and way more involved in the world than I have feld in most AOW scenario's.
Last night I did a test run with the Stormcloaks. After securing some gold income from eastern mines and adventruing in caves I was able to vassalise Whiterun. In the mean time, in the south, Titus Mede declared war on the Bosmer unleashing the Second Great War...I was able to divert my troops into Cyrodiil, capruting Fort Pale Pass and Bruma since most troops had gone south.:D
Notice Bleakfalls Barrow on the mountain in the left corner
It's still going to take while to add the unit spawngroups for all locations and create a TES hero roster and to balance it all decently. But the solid basics are starting to form!^^
The inn is riverwood, I take it? Inns work pretty well for small settlements, now that I think of it. Plus most of them have an inn in game anyway.
A fun side effect I ran into while playtesting: the existing villages are, in most cases, property of towns. This means that when a town is independant, you will have to declare war on it in order to attack a village.:)
I look forward for the amount of work put into this map.
@jaersavo, well currently the closed beta is focusing on map balance, racial diversity and most of all implementation of heroes. When this is smoothed out I'll move to an open beta to start thoroughly testing the systems and the map. I have been testing the map on a per-race basis and it's incredibly fun already. I am hoping to have the open beta within a few months but this is dependent on the heroes' progress.:)
@Gladen Thanks! Yes, I myself am hesitant on these types as well most of the time. But I've always felt that AOW's races and mechanics fitted the Elder Scrolls world perfectly.:) I'm hoping to convince more people of this.
It appears to be a problem on my end with the game/editor but I currently lack the energy and motivation to do thorough testing.
So, for now, the project is on hiatus until someone has a bright idea of what to do or I feel more inclined to fight it again.
Sorry! I too was looking forward to getting the first playable beta out soon.
With ongoing health issues and the techincal crap going on this has been on low priority.
Expect more info on the progress soon!
I have started a new thread on the offcial AOW/Paradox formus, you're welcome to join us there.
https://forum.paradoxplaza.com/forum/index.php?threads/tes-tamriel-project.1121431/