Mirage Source

Free ORPG making software.
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 Post subject: Re: Legacy of Aein
PostPosted: Sat May 03, 2008 10:20 pm 
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I think the only limitations out there reside within the person's ability to see outward and the connections between ideas and reality.



lol I don't know if that made any sense, but I decided to throw it out there! :twisted:


Chaoscauser, thanks for sharing your opinion though. I understand that not everyone likes the same thing. When I am hungry for pizza, I'd rather just order it and have it delivered. How about you?


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 Post subject: Re: Legacy of Aein
PostPosted: Sun May 04, 2008 2:48 am 
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I just finished the code for logging in all the players when the server boots up. Also, when you log in it will remove the pre-loaded character and clear the index and place you into the game. Then when you log off, it will keep your character in the game.

Next Steps:
Path Setting
Adjusting Formulas
Begin Testing(one week duration)


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 Post subject: Re: Legacy of Aein
PostPosted: Tue May 06, 2008 2:45 am 
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Added movement points.
Added Workshops.
Added Rams.


Question: I am at the cross roads here. I was planning on having just this for units, Soldier, Sage, Monk, Boat, Horse, Giant Spider, Ram, Air Ship, and Dragon. With enough tactics I feel this should be enough for now. Any comments?


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 Post subject: Re: Legacy of Aein
PostPosted: Thu May 08, 2008 4:05 pm 
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Clicking on the square where the player(s) are.

Attachment:
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Selecting a player and displaying their info.

When I use the list box, would it be better for me to create it when needed, then destroy it? Or just keep the control invisible and make it visible?

Also, you think I should just get rid of displayed names on the map? Cause if you can click on them and it displays it, that seems good enough to me.


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 Post subject: Re: Legacy of Aein
PostPosted: Thu May 08, 2008 8:48 pm 
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Now you can click on the tiles while in the game and it will tell the conditions of that spot.

EG: Click on tile. It is mountains, the weather and wind will be the same for the map. And also showed day/night. I might add dusk and dawn though later.

Terrain Types: Plains, Forests, Mountains, Swamps, Water
*Note: I might add Barren, light forests, hills, ocean, fresh water.

If you settle a city on different types, that city will gain a certain bonus.

Eg1: Settle City on plains you will gain a bonus to farming.
*Note: I haven't decided yet if adjacent terrain will also provide bonus.

Eg2: Settle City in swamps you get penalties, but much harder for enemies to attack.

*End Notes:
The time of day will affect certain tactics.
Terrain will affect movement and tactics. Some terrain requires certain transportation to troop ratio cross.
Need to add Temperature.


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 Post subject: Re: Legacy of Aein
PostPosted: Thu May 08, 2008 9:25 pm 
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FIGHTING STYLES
--------------
cautious
analytical
organized
berserk

I was going to add four+ fighting styles, which are chosen upon creation. Each fighting style will have a weakness to one opposing fighting style. Also, each style will produce slightly different outcomes and affects tactics.

Cautious: Player moves slightly slower than others. Ambushing and surprise tactics are much harder to perform on the style. Troop loss is lessened when in combat. They are weak against Organized.

Analytical: Player plans and analyzes everything around them. This gives them a slight bonus with tactics. They are weak against Berserk.

Organized: Player moves in a strict formation. It is difficult to break their morale. This style gains a greater bonus against cities. They are weak against Analytical.

Berserk: Player moves at a quicker rate than others. They suffer greater troop loss and cause greater troop loss. They have a slight penalty with tactics. They are weak against Cautious.

*Note: This is just a rough sketch of the idea. It is not implemented and I plan to work out further details. Any comments would help greatly.


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 Post subject: Re: Legacy of Aein
PostPosted: Thu May 22, 2008 11:36 pm 
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Got my g/f to start mapping for me to save time.

I haven't posted much here lately, but I've been doing a lot of tedious boring crap! :)

Testing the game will consist of no tactics or spells. Primarily it will be just moving around the maps and taking over people's cities and fighting each other using JUST soldiers.

Testing will last about a week with 30 minute ticks. I will post a link soon when it will be up.


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 Post subject: Re: Legacy of Aein
PostPosted: Tue May 27, 2008 1:50 am 
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Added a few more terrain types.

Plains
Desert
Light Forest
Dense Forest
Hill
Mountain
Swamp
Fresh Water
Salt Water

Rezeyu mentioned earlier about having different terrain affecting attacking bonus. Asrrin29 mentioned movement endurance. I am going to have both and more.

Terrain is going to play a major role in the game.

EXAMPLE 1:
You create a city that is next to fresh water and on the plains.

You will obtain a greater farming bonus.
You can build Docks.
You are subject to floods and tornadoes.
You are immune to rock slides and forest fires.
It is cheaper to expand the city due to less obstacles.
Your city is resistant to ambush tactics.

EXAMPLE 2:
You create a city that is on a mountain.
You obtain a greater mining bonus.
You are subject to rock slides and volcanic activity.
You are immune to forest fires, floods, and tornadoes.
It is much more expensive to expand due to terrain obstacles.
Your city is vulnerable to ambush tactics.
Your city gains a defensive bonus.

EXAMPLE 3:
Your army is on plains.
You move at best movement rate.
Horses gain offensive/defensive bonus.
Ambush attacks are weakened.
Archer attacks are strengthened.

EXAMPLE 4:
Your army is on light forests.
You move at 4/5 movement
Horses gain 1/2 offensive/defensive bonus.
Ambush attacks are strengthened.
Archer attacks are weakened.
Fire attacks are strengthened.
Creating wood forts are cheaper and quicker.
Concealment is possible.


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 Post subject: Re: Legacy of Aein
PostPosted: Tue May 27, 2008 1:59 am 
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sounds good i like it. as for different types of soldiers i dont think you need to, that could make it a lil to complicating for players cuz they also have to think about terrain and such.


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 Post subject: Re: Legacy of Aein
PostPosted: Tue May 27, 2008 2:04 am 
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Attachment:
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screen9.jpg [ 54.69 KiB | Viewed 11982 times ]

Just a few more screen shots.


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 Post subject: Re: Legacy of Aein
PostPosted: Tue May 27, 2008 2:11 am 
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I was thinking the same. Instead tactics would simulate the different types of attacks that different units would do.

Some Examples:
Raid
Ambush
Charge
Fire Arrow

But it would be easy for me to add soldier types. IF I did they would be the following:

Swordsmen, Axemen, Archers, Spearmen, Lancer

And each type would be better at different tactics. As for testing, I will try to go with just soldiers and see how it is.


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 Post subject: Re: Legacy of Aein
PostPosted: Tue May 27, 2008 3:40 pm 
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Removed from code:
Npcs
Party
Shop/Trade
Door/Key
Classes
Spells
Guild
Basic Mirage "stuff"- Hp,Mp,Sp,old stats, etc.
Most Map Properties


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 Post subject: Re: Legacy of Aein
PostPosted: Thu May 29, 2008 8:54 pm 
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http://myfreefilehosting.com/f/6f833681a9_2.16MB

Some wave files I made for the game. Some will work others were just for fun. If you get a chance, listen to them and let me know which is usable. Thanks.


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 Post subject: Re: Legacy of Aein
PostPosted: Fri May 30, 2008 12:22 am 
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You should be able to 'Adopt' heroes or generals that give bonuses to your army. Like General Douglas, +5 ambush etc.

EDIT: You can only get a chance after doing missions or something.


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 Post subject: Re: Legacy of Aein
PostPosted: Fri May 30, 2008 12:29 am 
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Google Talk: hpmccloud@gmail.com
http://geonet.auburnflame.com/MidiCollection.rar
http://geonet.auburnflame.com/SoundEffects.rar

There's two free-to-use-no-credit-needed collections for MIDIs and WAVs.

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 Post subject: Re: Legacy of Aein
PostPosted: Fri May 30, 2008 12:19 pm 
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how do you know they are free to use?

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 Post subject: Re: Legacy of Aein
PostPosted: Fri May 30, 2008 2:03 pm 
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The adopt a general idea I was contemplating for some time now. I know for sure I am going to allow each player to create their ruler and as their fame increases they can create up to 3 generals for now, which they can customize and such.

Having some "special" generals would be cool and help with some of rpg style of the game that I plan to add.


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 Post subject: Re: Legacy of Aein
PostPosted: Fri May 30, 2008 6:53 pm 
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Asrrin29 wrote:
how do you know they are free to use?


Because I got them about 2 years ago on Elysium from some guy that said they were and I've been giving them out ever since?

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 Post subject: Re: Legacy of Aein
PostPosted: Fri May 30, 2008 7:05 pm 
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crap, I wish he had included a public domain license with them or something. I am only using stuff that is custom made or public domain. so these sounds could have come from anywhere and might be copyrighted.

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 Post subject: Re: Legacy of Aein
PostPosted: Sun Jun 01, 2008 4:51 pm 
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Few ideas for your game.

Revolt. If your people are treated badly they can refuse to mine, cut wood, or refuse to pay taxes etc.

Religion. You should be able to choose a made up religion and depending on that religion, it will determine troop morale. Also, you need to build places of worship depending on your religion and if you don't, people can revolt and refuse to work or pay taxes. If you conquer a city of different religion, you can choose to slay non-believer or simply convert them and build your own places of worship over theirs.

Nation-types. Like a nation focused on good training or massive in number but weak troops or cavalry specialized or naval specialized etc.

Colonies. You should have 1 main city and be able to build colonies elsewhere that can also grow into a city.

Player-to-player things. You can trade resources make alliances and declare wars. Trading resources could be prohibited from a certain player due to religion.

Rebels. Non-player controlled enemies that can attack your cities and cause your people to revolt if you do not have enough military units in your city.

Control. Options to oppress your people give them freedoms and whatnot. If not oppressed PROPERLY, they can revolt. Sounds weird I know.

Well, those just came to mind after playing some Medieval 2.


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 Post subject: Re: Legacy of Aein
PostPosted: Mon Jun 02, 2008 10:09 pm 
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Religion is an idea I have had for some time.

I am rewriting the market program. Pretty much a player can post their resources they which to sell. The resource will be removed from the player "stash". It will then show up at the market. They will be able to withdraw it at any time and also post other trades.

Morale of the city will determine the revolts. If I do go with religion that will be just one aspect that can cause revolts. Famine, Plagues, etc will also lower morale. On top of that, there will be ways to raise the morale of your city.

I was thinking about allowing players to set a capital; which will gain slight bonuses to everything. While they can always create other cities.


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 Post subject: Re: Legacy of Aein
PostPosted: Wed Jun 11, 2008 11:46 pm 
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Alright I give crappy updates on here, but I will list some stuff I've added.

Explore Mode: It allows you to separate from your character and move from map to map with the arrow keys. You don't have a sprite when doing so. This is needed so players can view the world around them without being limited to just the map their character(s) are on.

Hatcheries: Depending where you build your city; you may or may not be able to build hatcheries. If you are in swamps, you can create swarms from it. In the sky islands you can create dragons. Next to ocean tiles(not fresh water) you can create leviathans. And underground you can create giant spiders.

Formulas: A mass amount of formulas that I will not get into great detail about. Pretty much they determine how much your resource buildings provide depending on morale of city, number of peasants to job ratios, the terrain that is below or adjacent to the city, etc. Also for attacking cities and players.

Transfer Resources: Allow players to move resources from city to city as needed.

Sound: Added unique sound affects that I created.

Removed libraries and tech levels from cities. I just didn't feel the need for it.

Attachment:
screen18.jpg
screen18.jpg [ 198.42 KiB | Viewed 11619 times ]



I have more done, but much of it is minor and not worth posting. I am using the old GFX for the screen shot till the new tile set is finished by PBcrazy.


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 Post subject: Re: Legacy of Aein
PostPosted: Fri Jun 27, 2008 9:18 pm 
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Coded a trade system.

I am undecided if I am going to limit players to only so many trades. I was thinking that maybe depending on the amount of markets you have in per city, it will allow you to post a certain amount of trades. Having no markets or a small amount might allow players to only post 1 trade for that city. Rather if you had a city with lots of markets that city could post many trades.

Any thoughts?

Note: I'll add a sorting system, cause with a lot of trades posted it'll become difficult to find the best offer.


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 Post subject: Re: Legacy of Aein
PostPosted: Sat Jun 28, 2008 2:09 am 
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shaded wrote:
Note: I'll add a sorting system, cause with a lot of trades posted it'll become difficult to find the best offer.


But that would be the challenge.


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 Post subject: Re: Legacy of Aein
PostPosted: Sat Jun 28, 2008 2:21 am 
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Ramsey wrote:
shaded wrote:
Note: I'll add a sorting system, cause with a lot of trades posted it'll become difficult to find the best offer.


But that would be the challenge.


the programming or finding the best offer?


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