Hostile neutral units
Posted 19 February 2012 - 03:16 PM
Posted 19 February 2012 - 03:32 PM
Edited by hhyloc, 19 February 2012 - 03:33 PM.
Posted 20 February 2012 - 11:00 AM
Edited by Majicman182, 20 February 2012 - 11:01 AM.
Posted 21 February 2012 - 01:42 AM
using neutrals could also be useful for scenario design. in Empire Earth and other games, there were sometimes events in the campaign in which you would happen across soldiers belonging to a neutral player (perhaps one that serves no other purpose than to provide control for those units) that would be converted to you as soon as you saw them. with a neutral gaia player, these units could be assigned to that instead of taking up another player slot in a scenario
this could also work for a "sites of power" idea i had. basically, buildings which serve the exact same territorial functions as civic centers are included in scenarios and you need to capture them in order to control an area instead of being able to build a civic center. these buildings would include things like inns and ruined temples and would also be built over settlements or whatever else, and if they remain neutral it could influence where you can build (for instance, if there's a ruined temple with a large territorial radius, you could say that you cant build in the area immediately around it because the units are superstitious of it)
Edited by oshron, 21 February 2012 - 01:48 AM.
Posted 31 March 2012 - 09:08 AM
Control gaia's Civic Centre that provides of Mercenary units like Elephants or Numidian Cavalry, Mercenary Barbarians, Italian Extraordinarii socii, etc.
Posted 31 March 2012 - 11:20 AM
Posted 17 April 2012 - 01:07 AM
to give a bit of precedent, on the AOM random map "Vinlandsaga", the main landmass (which you had to sail to) was loosely populated by "Skraeling" units, which looked identical to a norse ulfsark unit but which had entirely different traits and description, and the descriptions of which gave a bit of history concerning viking colonization. to justify their hostility towards the player, they were given this one-line summary: "He wants to kill you for invading his lands." the same basic thing could be given to a hostile GAIA-only unit (for example, a random bandit could be described as "He wants to kill you and take your money." and an entirely fictional monster could have "He looks hungry..."
incidentally, ive speculated that a justification for why some wild animals attack the player instead of avoiding them could be something like "Lately, food has been hard to come by around here, so this lion has resorted to man-eating."